
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official 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:
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Maj'Eyal Orc |
Class | Adventurer |
Level / Exp | 17 / 45% |
Size | medium |
Lifes / Deaths | Killed by Aruba the large white snake at level 9 on the 8th Flare 122nd year of Ascendancy at 13:36 0 / 6Killed by Yvuwe the large white snake at level 9 on the 8th Flare 122nd year of Ascendancy at 21:50 Killed by Elanne the gloomy giant venus flytrap at level 12 on the 18th Dusk 122nd year of Ascendancy at 13:52 Killed by Ilirnd the thalore at level 16 on the 33rd Haze 122nd year of Ascendancy at 09:28 Killed by Xer'tul The Blooded One at level 16 on the 38th Haze 122nd year of Ascendancy at 02:32 Killed by Gloremina the giant venus flytrap at level 17 on the 42nd Haze 122nd year of Ascendancy at 06:25 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 17 (base 12) |
Constitution | 18 (base 12) |
Magic | 47 (base 44) |
Willpower | 18 (base 12) |
Cunning | 40 (base 31) |
Resources
Psi | 87/108 |
Vim | 14/151 |
Life | -1/389 |
Stamina | 84/150 |
Steam | 100/100 |
Healing Factor | 1.363829787234 |
Regeneration | 0.3409574468085 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 2 |
See Stealth | 10 |
See Invisible | 16 |
Offense: Mainhand
Damage | 33 |
Accuracy | 38 |
Crit Chance | 20% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 38 |
Crit Chance | 21% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +6% |
Darkness | +26% |
Light | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +17% |
Temporal | +25% |
Blight | +5% |
Fire | +10% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 81.061453954157 (66.666666666667%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 27 |
Physical Save | 21 |
Spell Save | 21 |
Mental Save | 25 |
Defense: Resistances
Nature | + 23%( 70%) |
Lightning | + 13%( 70%) |
Light | + 10%( 70%) |
Darkness | + 7%( 70%) |
Blight | + 23%( 70%) |
Cold | + 33%( 70%) |
Fire | + 29%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 43% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 225 life over 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.6 steam per turn. Can be activated for an instant burst of 23 steam. |
Class Talents
Corruption / Demonic pact | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hardened Core |
talent | Beyond the Flesh |
talent | Grinding Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Absorbs 72 damage from the next blockable attack. Blocking |
detrimental effect | The target has a 30% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
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 |
Escort the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest) | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. | 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 |
Equipment
Psionic focus | ![]() 5.0 T3 staff 1H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +16 lightning +12 fire While equipped: dps ---------- Spell.crit +11% Spell.pwr +17 (+5 eff.) Dmg.mod +20% darkness Res.pen +10% fire Melee Ret 8 fire ----- def ----- Resists +9% fire ---------- misc Talents +1 Flame Bolts +1 Command Staff Unleash an elemental blastwave, dealing 28.16 to 33.79 darkness damage in a radius 4 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
Quiver | ![]() 3.0 T1 shot ammo [Ego] Master Power 14.0 - 16.8 Physical Uses 111% Cun Acc+ +0.1% dam / acc Acc +6 Apr +1 Crit +4.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 T1 hands armor [Ego+] Master/Psionic While equipped: Stats +2 Str +2 Wil +2 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +43% ---------- misc Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 11/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 121.93 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 121.93 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% light +6% darkness Acc +4 (+1 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Fatigue +1% Resists +6% light +3% darkness ---------- misc Light +4 A cap made of leather. |
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +10% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10 arcane resource burn * Slows global speed by 30% ----- def ----- Resists +9% lightning ---------- misc Light +3 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Vim/ret +2.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Mag +8 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +6 (+3 eff.) Res.pen +5% blight +15% temporal Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ---------- misc Vim/ret +2.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 88% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +12 darkness On Hit: * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) Res.pen +5% mind +17% darkness On Hit (Melee): * 7% chance to cause random gloom On Melee Ret: * 14% chance to cause random gloom ----- def ----- Armour +3 Defense +4 (+0 eff.) Fatigue +6% ---------- misc Talents +2 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T1 steamsaw 1H weapon [Unique] Steamtech Power 13.0 - 19.5 Phys.bleed Uses 88% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +10 Crit +3.0% Atk.spd 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +7 (+0 eff.) Fatigue +7% ---------- misc Talents +1 Flame Bolts +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 16 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +5 Defense +1 (+0 eff.) Fatigue -2% Resists +10% cold ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+0 eff.) Fatigue +14% Resists +17% fire ---------- misc Talents +2 Fiery Cleansing A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 94%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 615% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% mind Confus- +22% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +12% nature +11% blight Poison- +20% Disease- +22% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -4% HP.reg +0.90 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% temporal Pinning- +24% Knockbk- +25% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +23% ---------- misc Masteries +0.13 Steamtech/Gunner training Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Acc +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+0 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Vim/ret +0.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 39% Wil, 48% Cun Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +8 physical While equipped: dps ---------- Spell.crit +13% Spell.pwr +10 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness +15% acid ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Max.stam +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +15 (+4 eff.) Dmg.mod +30% lightning ----- def ----- Phys.save +10 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 88% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Melee+ +12 acid +12 mind Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +3 Defense +4 (+0 eff.) Fatigue +6% Resists +6% acid +18% cold +3% mind ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 88% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +26 Phasing +10% On Hit.r1 +5 fire On Hit: * 25% chance to put talents on cooldown Uses 1.0 Steam While equipped: Stats +4 Con +1 Mag dps ---------- Res.pen +5% lightning On Melee Ret: * 12% chance to blind ----- def ----- Armour +3 Defense +4 (+0 eff.) Fatigue +6% Resists +11% light +3% lightning Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 88% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 On Hit: * 40% chance to daze at end of turn Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 fire Melee Ret 10 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- misc Max.stam +10.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 88% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +25 Melee+ +4 light On Crit.r2 +4 lightning On Hit: * 20% chance to daze at end of turn Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning ----- def ----- Armour +3 Defense +4 (+0 eff.) Fatigue +6% Resists +7% acid +6% fire +7% cold +18% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 88% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: Stats +2 Str +9 Wil +3 Con dps ---------- Melee+ 6 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- misc Infravis +3 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 88% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +26 Melee+ +7 darkness Against +7% Living Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% temporal Melee Ret 4 nature ----- def ----- Armour +3 Defense +4 (+0 eff.) Fatigue +6% Resists +17% acid +6% nature Max.HP +42.00 ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +6% cold +6% fire Spell.save +9 (+4 eff.) Mind.save +30 (+15 eff.) Blind- +5% Pinning- +30% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str ----- def ----- Resists +6% lightning +6% temporal +3% darkness +3% blight +5% arcane ---------- misc Light +1 See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +7 Con dps ---------- Phys.crit +1.0% Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+2 eff.) HP.reg +0.40 ---------- misc Max.stam +5.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% light +2% physical Max.HP +31.00 Disease- +25% Silence- +15% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +12% physical Apr +3 ----- def ----- Defense +1 (+0 eff.) Heal.mod +15% ---------- misc Stam/turn +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+0 eff.) Resists +6% nature +12% lightning Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% fire +9% light +3% temporal Phys.save +8 (+4 eff.) Mind.save +5 (+3 eff.) Die.at -50.00 life Blind- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +15% fire Acc +4 (+1 eff.) Apr +4 On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+0 eff.) Resists +3% cold +3% nature +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 4 light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Defense +3 (+0 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% Resists +3% blight +12% acid +12% light +6% lightning Spell.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +5 Wil +4 Con dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% lightning +5% fire ---------- misc Light +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% lightning Acc +10 (+3 eff.) Melee Ret 4 lightning ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Acc +11 (+3 eff.) ----- def ----- Armour +5 Resists +3% physical Confus- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +23% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +4 Con dps ---------- Crit.mult +3.00% Phys.pwr +2 (+1 eff.) Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Die.at -20.00 life Max.HP +10.00 Heal.mod +5% ---------- misc Max.stam +5.00 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 28.42 to 85.26 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Defense +6 (+0 eff.) Rng.Def +6 (+6 eff.) Fatigue +1% Resists +6% blight +2% physical Blind- +15% Stun/Frz- +5% A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +3 Telepathy Dragon A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Cun ----- def ----- Armour +1 Fatigue +1% Resists +12% acid +11% light +11% darkness ---------- misc Light +3 See.Invis +15 A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +11% darkness +5% arcane +11% light Blind- +5% Silence- +10% Confus- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light +12% fire Res.pen +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +12% light +19% temporal ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Crit.mult +3.00% Melee Ret 10 physical On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +1% physical ---------- misc Max.stam +15.00 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +10% darkness +7% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Str 22 [Rare] Master While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +13 Defense +3 (+0 eff.) Fatigue +20% Resists +3% blight +3% acid +9% nature +5% arcane A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +16% fire Dmg.red +6 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +17% fire Dmg.red +7 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +15% physical Dmg.red +5 physical Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Rush Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +16% physical Dmg.red +6 physical Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +15% physical Dmg.red +5 physical Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Res.pen +9% darkness ----- def ----- Dmg.red +5 darkness Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Res.pen +10% darkness ----- def ----- Dmg.red +6 darkness Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Blackice Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% blight ----- def ----- Resists +5% arcane +6% fire Phys.save +6 (+3 eff.) Pinning- +20% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% ----- def ----- Resists +3% light +21% lightning Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Dex +3 Wil +4 Con dps ---------- Dmg.mod +5% mind +3% darkness Acc +6 (+2 eff.) ----- def ----- Defense +3 (+0 eff.) Rng.Def +3 (+3 eff.) Phys.save +6 (+3 eff.) ---------- misc Light +2 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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +8 (+3 eff.) ----- def ----- Defense +6 (+0 eff.) Rng.Def +6 (+6 eff.) Phys.save +18 (+9 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% mind Res.pen +25% mind Melee Ret 13 fire ----- def ----- Resists +6% fire +6% mind +6% light ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: Stats +4 Str ----- def ----- Armour +6 Defense +6 (+0 eff.) Rng.Def +6 (+6 eff.) Resists +3% all Spell.save +6 (+3 eff.) Max.HP +10.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 158.52 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning +25% nature Melee Ret 16 lightning ----- def ----- Resists +6% lightning Teleport randomly (rad 21) Puts all charms on 30 cooldown 100% to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Die.at -80.00 life Blind- +20% Disarm- +10% Teleport- +10% ---------- misc Light +3 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +8 (+3 eff.) Res.pen +15% fire ----- def ----- Defense +3 (+0 eff.) Rng.Def +3 (+3 eff.) Heal.mod +10% ---------- misc Max.vim +7.00 Reveal the area around you, dispelling darkness (radius 9, power 61 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Xer'tul The Blooded One the Maj'Eyal Orc Adventurer level 16
77th Dusk 122nd year of Ascendancy at 01:12 see stats
By Xer'tul The Blooded One the Maj'Eyal Orc Adventurer level 10
9th Flare 122nd year of Ascendancy at 15:53 see stats
By Xer'tul The Blooded One the Maj'Eyal Orc Adventurer level 9
8th Flare 122nd year of Ascendancy at 13:30 see stats
By Xer'tul The Blooded One the Maj'Eyal Orc Adventurer level 8
3rd Flare 122nd year of Ascendancy at 05:54 see stats
By Xer'tul The Blooded One the Maj'Eyal Orc Adventurer level 15
36th Dusk 122nd year of Ascendancy at 16:02 see stats
By Xer'tul The Blooded One the Maj'Eyal Orc Adventurer level 13
29th Dusk 122nd year of Ascendancy at 11:43 see stats
Log
Xer'tul The Blooded One casts Demon Seed.
Isebeth the skeleton warrior resists the blinding light!
Xer'tul The Blooded One performs a melee critical strike against Isebeth the skeleton warrior!
Isebeth the skeleton warrior resists the mind attack!
Isebeth the skeleton warrior resists the blinding light!
Isebeth the skeleton warrior is infected by a demon seed!
Xer'tul The Blooded One performs a melee critical strike against Isebeth the skeleton warrior!
Isebeth the skeleton warrior resists the mind attack!
Isebeth the skeleton warrior is dazed!
Xer'tul The Blooded One hits Isebeth the skeleton warrior for 51 blight, 10 arcane, 5 mind, 15 darkness, 37 blight, 10 arcane, 3 mind, 66 physical, 10 arcane, 3 mind (209 total damage).
Multi-hued crystal casts Elemental Bolt!
Isebeth the skeleton warrior is not dazed anymore.
Isebeth the skeleton warrior resists the mind attack!
Xer'tul The Blooded One's Beyond the Flesh hits Isebeth the skeleton warrior for 26 physical, 23 lightning, 19 arcane, 5 mind, 30 lightning, 23 fire (125 total damage).
Xer'tul The Blooded One deflects the projectile from Something to the north!
Isebeth the skeleton warrior is on fire!
Multi-hued crystal casts Elemental Bolt!
Xer'tul The Blooded One deflects the projectile from Multi-hued crystal but fumbles!
Xer'tul The Blooded One's surge ends.
You extract a demon seed [wretchling] (level 17, mainhand) and add it to your inventory.
Xer'tul The Blooded One's spell attains critical power!
Xer'tul The Blooded One's Beyond the Flesh hits Isebeth the skeleton warrior for 22 physical damage.
Gloremina the giant venus flytrap's Strafe hits Xer'tul The Blooded One for 21 physical, 4 temporal, 4 darkness, 5 nature (35 total damage).
Xer'tul The Blooded One's Beyond the Flesh killed Isebeth the skeleton warrior!
Xer'tul The Blooded One uses Block.
Xer'tul The Blooded One's Flame Bolts hits Gloremina the giant venus flytrap for 114 fire damage.
Gloremina the giant venus flytrap strafes with his steamguns!
Saving game...