Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Demonologist |
Level / Exp | 22 / 10% |
Size | huge |
Lifes / Deaths | Killed by Cultist at level 22 on the 75th Haze 122nd year of Ascendancy at 02:44 / 2Killed by Cultist at level 22 on the 75th Haze 122nd year of Ascendancy at 02:55 |
Primary Stats
Strength | 58 (base 50) |
Dexterity | 18 (base 10) |
Constitution | 17 (base 12) |
Magic | 49 (base 43) |
Willpower | 12 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | -102/631 |
Mana | 259/259 |
Stamina | 142/168 |
Vim | 211/211 |
Healing Factor | 1.212941519274 |
Regeneration | 0.30323537981849 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 74 |
Accuracy | 34 |
Crit Chance | 15% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 34 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Physical | +9% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 54.36174050493 (81.898876157654%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 40 |
Physical Save | 36 |
Spell Save | 29 |
Mental Save | 21 |
Defense: Resistances
Acid | + 8%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Light | + 33%( 70%) |
Temporal | + 12%( 70%) |
Fire | + 23%( 70%) |
Physical | + 19%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Disarm Resistance | 73% |
Confusion Resistance | 20% |
Knockback Resistance | 22% |
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 382 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 441% 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 168.97 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Infernal combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.40 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Corruption / Black-magic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 failed to protect the lone alchemist from death by Bobby Carnage's Inner Demon. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 | Arumiwen (20 def, 3 armour) Arumiwen (20 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+7 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +3% temporal / +5% arcane / +2% physical Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Disease immunity: +20% Confusion immunity: +20% Healing mod.: +5% A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Flashwisp the iron helm (15 def, 3 armour) Flashwisp the iron helm (15 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+5 eff.) Fatigue: +5% Changes stats: +2 Str / +3 Dex / +1 Cun Changes resistances penetration: +10% lightning Only die when reaching: -40.00 life It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 193.6 Physical damage. If the attack hits, the target is confused (29% 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. |
On hands | Belewyn the voratun gauntlets (5 def, 9 armour) Belewyn the voratun gauntlets (5 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +1 Physical power: +9 (+2 eff.) Armour: +9 Defense: +5 (+2 eff.) Fatigue: +5% Damage (Melee): 8 fire Changes stats: +3 Str Changes resistances: +6% fire Changes damage: +5% fire Reduces incoming crit damage: 15.00% Physical save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | quick yew totem of healing [power 200] (6/11 cooldown) quick yew totem of healing [power 200] (6/11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's steel ring of tenacity titan's steel ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +22% Vim when hit: +3.00 Maximum life: +20.00 Rings make your fingers look great! |
On fingers | sneakthief's steel ring of pilfering sneakthief's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +17 (+7 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +5 Cun / +6 Dex Vim when hitting in melee: +2.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | grounding steel amulet of mastery (0.10 Corruption / Doom shield) grounding steel amulet of mastery (0.10 Corruption / Doom shield)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.10 Corruption / Doom shield Stun/Freeze immunity: +20% Amulets make your neck look great! |
In main hand | warbringer's dwarven-steel longsword of evisceration (125% power, 4 apr) warbringer's dwarven-steel longsword of evisceration (125% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +13 (+3 eff.) Changes stats: +1 Con Changes resistances penetration: +9% physical Talent granted: +2 Flame Bolts Disarm immunity: +21% Sharp, long, and deadly. |
Around waist | spiritwalker's rough leather belt of the giants spiritwalker's rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +4 Mag Spell save: +6 (+3 eff.) Mana each turn: +0.14 Maximum mana: +23.00 Size category: +1 A belt that goes around your waist. |
In off hand | acidic stralite shield (0 def, 8 armour, 158% power, 142 block) acidic stralite shield (0 def, 8 armour, 158% power, 142 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 On weapon hit: * 16% chance to reduce armor by 29% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 3 acid Changes resistances: +17% blight / +17% fire / +17% physical Reduce damage by fixed amount: +7 blight / +7 fire / +7 physical Talent granted: +1 Block Handheld deflection devices. |
Cloak | Yvorassra the Dazzlewell (1 def, 6 armour) Yvorassra the Dazzlewell (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 6 light Changes stats: +1 Con Changes resistances: +3% light Maximum life: +32.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borodumnir (15 def, 14 armour) Borodumnir (15 def, 14 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +15 (+5 eff.) Fatigue: +22% Changes resistances: +8% acid / +10% cold / +9% temporal / +6% blight Talent granted: +2 Acidic Bath Allows you to breathe in: water Blindness immunity: +10% Stun/Freeze immunity: +20% A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 184; cd 10) healing infusion of the warrior (heal 184; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 173; cd 12) healing infusion of the warrior (heal 173; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 626%; cd 16) movement infusion of the warrior (speed 626%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 626% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 21%; magical, mental; dur 4; cd 10) wild infusion of the duelist (res 21%; magical, mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 19%; physical; dur 4; cd 15) wild infusion of the titan (res 19%; physical; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 20%; mental; dur 4; cd 16) wild infusion of the titan (res 20%; mental; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 31%; physical; dur 2; cd 13) wild infusion of the warrior (res 31%; physical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, blight, mind, temporal) Prismatic Rune (6 turns; lightning, physical, blight, mind, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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: 4 lightning, 2 physical, 3 blight, 4 mind, 4 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 62; dur 4; cd 22) biting gale rune of the psychic (damage 62; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 62.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 82; dur 4; cd 20) biting gale rune of the titan (damage 82; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 82.01 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 22; cd 12) blink rune of the wizard (range 6; phase 22; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 102; cd 20) shatter afflictions rune of the warrior (absorb 102; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 76; cd 22) shatter afflictions rune of the wizard (absorb 76; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 87; cd 22) shatter afflictions rune of the wizard (absorb 87; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 125; dur 5; cd 15)shielding rune (absorb 125; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 125 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of magic (+3) restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +2.00 Amulets make your neck look great! |
Vargh Redemption =6 con= Vargh Redemption =6 con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.05 cold and 8.05 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
titan's steel ring =4 con= titan's steel ring =4 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Nerybeth the steel dagger (103% power, 6 apr)Nerybeth the steel dagger (103% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +6 Armour: +2 Changes stats: +3 Cun Changes resistances penetration: +7% physical Changes damage: +3% mind Stun/Freeze immunity: +20% Mental crit. chance: +2% Sharp, short and deadly. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
dwarven-steel longsword 'Anaduchak' (127% power, 4 apr) dwarven-steel longsword 'Anaduchak' (127% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes stats: +7 Cun Changes resistances: +6% nature / +3% cold Physical save: +15 (+6 eff.) Sharp, long, and deadly. |
enhanced steel longsword of erosion (112% power, 3 apr) =4 con= enhanced steel longsword of erosion (112% power, 3 apr) =4 con=Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Changes stats: +4 Str / +4 Dex / +5 Mag / +4 Wil / +5 Cun / +4 Con Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword 'Shocklady' (104% power, 3 apr)steel longsword 'Shocklady' (104% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 59 damage Damage (Melee): +8 lightning / +16 arcane Damage (radius 1) on hit: +12 lightning When wielded/worn: Damage when hit (Melee): 4 lightning Changes damage: +6% arcane Sharp, long, and deadly. |
Aneromitir the Shockshaper Aneromitir the ShockshaperInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal / +3% light / +6% blight / +3% fire Changes resistances penetration: +5% lightning A belt that goes around your waist. |
Dairulentir the linen cloak (1 def, 0 armour) Dairulentir the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +1% physical Changes resistances penetration: +15% blight Changes damage: +3% blight Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelirachak (1 def, 0 armour) Erelirachak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Changes stats: +3 Str / +1 Wil Critical mult.: +10.00% Stamina each turn: +2.00 Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubata the Bleakstrike (1 def, 0 armour) Zubata the Bleakstrike (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +3 Cun / +1 Con Changes damage: +3% darkness Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belille the Airbliss (0 def, 5 armour) Belille the Airbliss (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Damage when hit (Melee): 4 lightning Changes resistances: +3% acid / +6% lightning Changes resistances penetration: +10% lightning / +5% acid Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fulolathablek (0 def, 1 armour) Fulolathablek (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 29% * 20% chance to reduce all saves and defense by 12 Damage when hit (Melee): 2 mind Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +20% Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Rimewrack (0 def, 1 armour)Rimewrack (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 11% Changes resistances: +3% cold Changes resistances penetration: +10% cold Changes damage: +15% cold / +15% fire Life regen: +2.00 Healing mod.: +11% A pair of boots made of leather. |
pair of hardened leather boots 'Gulen' (0 def, 5 armour) pair of hardened leather boots 'Gulen' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +3 (+1 eff.) Armour: +5 Changes stats: +5 Lck / +8 Dex Changes resistances: +12% cold Changes damage: +6% physical Stealth bonus: +9 Infravision radius: +1 A pair of boots made of leather. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
sand hardened leather gloves of dexterity (+2) (0 def, 8 armour) sand hardened leather gloves of dexterity (+2) (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+5 eff.) Armour: +8 Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +5% physical 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. |
sand rough leather gloves (0 def, 6 armour) sand rough leather gloves (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes damage: +3% physical 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. |
Manesahell the Darktide (5 def, 3 armour) =depths= Manesahell the Darktide (5 def, 3 armour) =depths=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 11% Changes stats: +4 Con Changes resistances: +6% cold Changes damage: +9% physical Allows you to breathe in: water A cap made of leather. |
Xuba (0 def, 3 armour) =3 con= Xuba (0 def, 3 armour) =3 con=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +3 Con Changes resistances: +3% light / +6% temporal Reduces incoming crit damage: 15.00% Stamina when hit: +1.30 Equilibrium when hit: +1.50 Infravision radius: +1 See invisible: +3 A cap made of leather. |
cleansing rough leather cap of constitution (+3) (0 def, 1 armour) =3 con= cleansing rough leather cap of constitution (+3) (0 def, 1 armour) =3 con=Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +6% nature / +6% blight A cap made of leather. |
insulating iron helm of the depths (0 def, 3 armour) insulating iron helm of the depths (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% fire / +6% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Belima' (11 def, 0 armour)linen wizard hat 'Belima' (11 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Changes resistances: +12% blight / +12% temporal / +5% arcane Changes damage: +12% blight / +12% arcane Silence immunity: +20% Life regen: +4.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Shiverglory' (0 def, 1 armour) =3 con= rough leather cap 'Shiverglory' (0 def, 1 armour) =3 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 cold Changes stats: +1 Wil / +3 Cun / +3 Con Changes damage: +6% cold A cap made of leather. |
Demonward (2 def, 5 armour) Demonward (2 def, 5 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 6 darkness / 2 light Changes resistances: +1% all / +16% fire Changes damage: +3% light / +9% darkness A suit of armour made of mail. |
Voromina the Dimhunt (2 def, 6 armour) Voromina the Dimhunt (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +17% lightning Changes resistances penetration: +10% darkness / +20% temporal Life regen: +4.00 Maximum life: +56.00 Healing mod.: +23% A suit of armour made of mail. |
impenetrable iron mail armour of clarity (2 def, 10 armour) impenetrable iron mail armour of clarity (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% mind Mental save: +11 (+6 eff.) A suit of armour made of mail. |
Scorchsquall (3 def, 2 armour) =5 con= Scorchsquall (3 def, 2 armour) =5 con=Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +1 Mag / +5 Con Changes resistances: +6% mind Changes damage: +3% fire Mental save: +11 (+6 eff.) Light radius: +2 A suit of armour made of leather. |
demon seed [dúathedlen] (26, body) demon seed [dúathedlen] (26, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (18, body) demon seed [fire imp] (18, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (10, body) demon seed [onilug] (10, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 When attach to an other item: Teleport immunity: +39% Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (23, body) demon seed [quasit] (23, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Overpower Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (23, finger) demon seed [dolleg] (23, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (21, finger) demon seed [dúathedlen] (21, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [water imp] (23, finger) demon seed [water imp] (23, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (22, finger) demon seed [wretch titan] (22, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (21, finger) demon seed [wretchling] (21, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (18, mainhand) demon seed [daelach] (18, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (18, mainhand) demon seed [dolleg] (18, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: 13% chance to trigger a Blood Spray cast of level 2 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (18, mainhand) demon seed [onilug] (18, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (25, mainhand) demon seed [quasit] (25, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (13, mainhand) demon seed [water imp] (13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (24, mainhand) demon seed [wretch titan] (24, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Corrosive Cone Demon status: alive (45% life). The seed of a demon. |
demon seed [wretchling] (15, mainhand) demon seed [wretchling] (15, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [Planar Controller] (10, offhand) demon seed [Planar Controller] (10, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 When attach to an other item: Talent granted: +3 Fearscape Shift Demon status: alive (28% life). The seed of a demon. |
demon seed [dolleg] (19, offhand) demon seed [dolleg] (19, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (23, offhand) demon seed [dúathedlen] (23, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Grants telepathy: Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (19, offhand) demon seed [onilug] (19, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (21, offhand) demon seed [quasit] (21, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Changes resistances penetration: +11% acid / +11% physical / +11% blight Changes damage: +18% acid / +18% physical / +18% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (26, offhand) demon seed [uruivellas] (26, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Doom Storm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (15, offhand) demon seed [water imp] (15, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances penetration: +8% blight / +8% fire / +8% darkness Changes damage: +15% blight / +15% fire / +15% darkness Demon status: alive (4% life). The seed of a demon. |
demon seed [wretchling] (11, offhand) demon seed [wretchling] (11, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances: +16% acid / +16% darkness / +16% blight Reduce damage by fixed amount: +6 acid / +6 darkness / +6 blight Demon status: alive (100% life). The seed of a demon. |
5 agate 5 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Kogund' (dig speed 29 turns) dwarven-steel pickaxe 'Kogund' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +20 (+5 eff.) Armour: +2 Defense: +20 (+7 eff.) Fatigue: -6% Changes stats: +4 Str Changes resistances: +9% acid Blindness immunity: +20% Knockback immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Adelratira the Cracklesting [power 116] (6/15 cooldown) Adelratira the Cracklesting [power 116] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% lightning Changes resistances penetration: +5% mind / +15% lightning It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Layidaba [power 284] (6/15 cooldown) Layidaba [power 284] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 12 Damage when hit (Melee): 6 physical Changes stats: +4 Dex Changes resistances penetration: +5% mind Stamina each turn: +2.00 It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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. |
4 zircon 4 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. |
Achievements
By Bobby Carnage the Ogre Demonologist level 17
57th Dusk 122nd year of Ascendancy at 23:01 see stats
By Bobby Carnage the Ogre Demonologist level 19
16th Haze 122nd year of Ascendancy at 01:22 see stats
By Bobby Carnage the Ogre Demonologist level 6
78th Pyre 122nd year of Ascendancy at 23:32 see stats
By Bobby Carnage the Ogre Demonologist level 10
2nd Summertide 122nd year of Ascendancy at 04:09 see stats
By Bobby Carnage the Ogre Demonologist level 20
17th Haze 122nd year of Ascendancy at 19:24 see stats
By Bobby Carnage the Ogre Demonologist level 20
64th Haze 122nd year of Ascendancy at 10:12 see stats
By Bobby Carnage the Ogre Demonologist level 17
76th Dusk 122nd year of Ascendancy at 19:14 see stats
By Bobby Carnage the Ogre Demonologist level 10
2nd Summertide 122nd year of Ascendancy at 20:14 see stats
By Bobby Carnage the Ogre Demonologist level 16
50th Dusk 122nd year of Ascendancy at 05:13 see stats
By Bobby Carnage the Ogre Demonologist level 16
49th Dusk 122nd year of Ascendancy at 20:49 see stats
By Bobby Carnage the Ogre Demonologist level 22
75th Haze 122nd year of Ascendancy at 02:44 see stats
Log
Burning from Cyroldathra the storm drake hatchling hits Wretch titan for 16 fire damage.
Wretch titan's acid area effect hits Wretch titan for 0 acid damage.
Wretch titan's acid area effect hits Bobby Carnage for 0 acid damage.
Bobby Carnage's acid area effect hits Cultist for 27 acid damage.
Bobby Carnage's acid area effect hits Bobby Carnage for 23 acid damage.
Bobby Carnage's acid area effect hits Wretch titan for 0 acid damage.
Bobby Carnage's acid area effect hits Cyroldathra the storm drake hatchling for 29 acid damage.
Cyroldathra the storm drake hatchling casts Channel Staff.
Cultist casts Blood Spray.
Cultist is afflicted by a rotting disease!
Bobby Carnage is afflicted by a decrepitude disease!
Cultist hits Cultist for 131 blight damage.
Cultist hits Bobby Carnage for (7 flat reduction), 103 blight (103 total damage).
Cultist hits Wretch titan for 108 blight damage.
Cultist casts Blood Grasp.
Cyroldathra the storm drake hatchling's Channel Staff hits Wretch titan for 54 arcane damage.
Wretch titan rushes out!
Wretch titan misses Cyroldathra the storm drake hatchling.
Cyroldathra the storm drake hatchling is dazed!
Decrepitude Disease from Cultist hits Bobby Carnage for (7 flat reduction), 14 blight (14 total damage).
Decrepitude Disease from Cultist hits Wretch titan for 22 blight damage.
Burning from Cyroldathra the storm drake hatchling hits Wretch titan for 16 fire damage.
Burning from Cyroldathra the storm drake hatchling hits Bobby Carnage for (7 flat reduction), 1 fire (1 total damage).
Melee retaliation hits Wretch titan for 2 lightning damage.
Wretch titan hits Cyroldathra the storm drake hatchling for 20 physical, 15 blight (35 total damage).
Wretch titan receives 6 healing from Ruin.
Cultist receives 21 healing from Cultist's Blood Grasp.
Cultist's Blood Grasp hits Bobby Carnage for (7 flat reduction), 111 blight (111 total damage).
Bobby Carnage the level 22 ogre demonologist was diseased to death by a Cultist on level 4 of Daikara.