











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Ashes of Urh'Rok 1.6.7Official 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:
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Demonologist: ReSeeded 1.6.7A full redesign of the Demonologist class, featuring rewritten flavour text, enhanced QoL, some enhanced visuals, and many, many balance and design changes to talents intended to reduce tedium and enhance gameplay diversity while holding true to Demonologist's core gameplay as a heavily-armored melee/caster hybrid. Features include: An entirely new talent tree: Bloodbinding, replacing Combat Techniques and Combat Veteran. Lay down hexing circles to strip foes' strength and restore your stamina, and go for their throats with a deadly gap closer that strikes without fail! No more tedious sustain management: Osmosis Shield, Rain of Fire, and similar talents have all been reworked so that they only drain your Vim when they directly take effect, preserving their functionality while removing the need to manually toggle them off and on to conserve your limited reserves of Vim! Enhanced demon seed management: Demon seeds are now automatically replaced when you acquire a new seed of the same type but greater level, and cleaning all the outdated seeds from your inventory is as quick and easy as pushing a button! Seed descriptions are now more verbose, giving a short explanation of what equipped talents actually do! Rebalanced and redesigned talents: Every single one of Demonologist's unique trees and talents has been given a revamp to improve midfight utility, reduce tedious prebuffing, streamline awkward mechanics, focus their damage output, and provide more sensible scaling that rewards investment in specific aspects of the class! Poor talents have been buffed, broken talents fixed, and centralisation has been moved away from just a few extremely strong skills to a wide array of potential build options, all while preserving the class's core ethos as a spellslinging melee fighter that refuses to die no matter how much punishment it takes! Massively redesigned demon seeds: Ring seed effects are much more diverse, and all other seeds have been rebalanced as well, with improved or all-new effects on the vast majority of seeds. Demon seed talents have been given the same balance and design pass as those of the core class, giving enhanced functionality while maintaining the same wild variety of diabolical techniques to respin the class's basic gameplay! And many more! A (mostly) comprehensive list of changes from basegame can be perused in basegame_changes.txt within the .team file. Truth has many facets, adventurer. Those who walk in darkness can see the light all the more starkly. Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Verdant Class Pack 1.6.7Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adventurer Evolutions 1.6.1Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.6.7Official 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.
Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Actually Usable Damage Reduction 1.6.0Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Demon Seeds Plus 1.6.7Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Auto-usable Wards 1.3.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Inferno Race Pack 1.4.0Adds a collection of my races. Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Embers of Rage 1.6.7Official 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 1.6.0Quality 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Items Vault 1.6.0Donators/Buyers bonus! Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Adventurer Buff Addon 1.6.0Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.6.0T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite Cat Points 1.4.0One Cat Point per level. Unrandom Egos 1.5.5No wide random numerical ranges on ego modifiers. Simplified Prodigy Requirements 1.6.0The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Maj'Eyal Whitehoof |
| Class | Demonologist |
| Level / Exp | 24 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Golaith the sandworm at level 22 on the 47th Haze 122nd year of Ascendancy at 13:03 / 1 |
Primary Stats
| Strength | 69 (base 40) |
| Dexterity | 21 (base 10) |
| Constitution | 26 (base 20) |
| Magic | 76 (base 54) |
| Willpower | 22 (base 19) |
| Cunning | 11 (base 1) |
Resources
| Mana | 193/193 |
| Psi | 115/115 |
| Vim | 61/61 |
| Life | 789/789 |
| Stamina | 178/178 |
| Steam | 100/100 |
| Healing Factor | 1.1224489795918 |
| Regeneration | 10.382653061224 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +100% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 14.805239081272 |
| See Invisible | 14.805239081272 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 66 |
| Crit Chance | 24% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 8% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Cold | +33% |
| Darkness | +81% |
| Mind | +54% |
| Arcane | +54% |
| Fire | +45% |
| All | +15% |
Offense: Damage Penetration
| Acid | +10% |
| Darkness | +15% |
| Physical | +40% |
| Cold | +25% |
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 52.589304491951 (50.629139072848%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 27 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Arcane | + 28%( 70%) |
| Mind | + 33%( 70%) |
| All | + 24%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 60%( 70%) |
| Temporal | + 29%( 70%) |
| Physical | + 52%( 70%) |
| Cold | + 70%( 70%) |
| Fire | + 48%( 70%) |
| Darkness | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 68% |
| Confusion Resistance | 37% |
| Poison Resistance | 100% |
| Blind Resistance | 32% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 37% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 119 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 109 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 462 damage for 8 turns. |
Class Talents
| Corruption / Demonic pact | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bloodbinding | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Spellblaze | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Corruption / Doom shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Infernal combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Black magic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Osmosis Shield |
| talent | Blood Vengeance |
| talent | Overkill |
| talent | Chant of Fortress |
| talent | Mal'rok's Requiem |
| talent | Rain of Fire |
| talent | Apply Poison |
| talent | Corrosive Slashes |
| talent | Black Mark |
| talent | Shattered Mind |
| talent | Hardened Core |
| talent | Premonition |
| talent | Beyond the Flesh |
| beneficial effect | Increases defense by 9. Mobile Defense |
| beneficial effect | You have 5 charges. Death Momentum |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 206. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed electric eel tail. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | ash vilestaff 'Xuwen' (36-43.2 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 36.0 - 43.2 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +22 physical While equipped: Stats +4 Con dps ---------- Phys.crit +18.0% Spell.crit +2% Spell.pwr +16 (+4 eff.) Dmg.mod +36% darkness Res.pen +15% physical Acc +20 (+5 eff.) Melee Ret 10 physical ---------- misc Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Quiver | quiver of ash arrows 'Smolderkin' (55/55, 20-28 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 20.0 - 28.0 Fire Uses 30% Wil, 42% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 55 Ranged+ +20 fire On Hit.r1 +16 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 31 While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
| On hands | Emawe (25 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +8 Dex dps ---------- Acc +16 (+4 eff.) Apr +5 ----- def ----- Armour +2 Defense +25 (+6 eff.) Die.at -80.00 life Disarm- +70% ---------- misc Talents +2 Iron Grip Unarmed combat: Power 15.5 - 17.1 Physical Uses 24% Wil, 64% Cun Acc+ +0.3% crit chance (max 25%) Acc +9 Apr +3 Crit +10.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Xanothra the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +27% mind ----- def ----- Resists +9% light +5% arcane ---------- misc Light +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. |
| On head | Elyba the Glacierstreaker (2 def, 0 armour) 2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.crit +5% Spell.pwr +35 (+8 eff.) S.pwr/crit +6 Dmg.mod +30% arcane ----- def ----- Defense +2 (+0 eff.) Resists +15% cold Mind.save +9 (+5 eff.) ---------- misc Mana/turn +0.28 A pointy cloth hat, very wizardly... |
| On feet | Galelach (0 def, 11 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +11 Resists +7% lightning +7% temporal Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Infravis +3 A pair of boots made of leather. |
| Tool | dwarven-steel pickaxe of quickening (dig speed 24 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Raingrit' 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: dps ---------- Res.pen +25% cold Acc +12 (+3 eff.) Melee Ret 8 cold ----- def ----- Defense +12 (+3 eff.) Resists +12% light +12% cold Mind.save +11 (+6 eff.) Max.HP +38.00 HP.reg +6.00 Disarm- +38% Confus- +37% Pinning- +32% Stun/Frz- +38% Knockbk- +37% Rings can have magical properties. |
| On fingers | Infernofame 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +12% mind Res.pen +15% fire ----- def ----- Resists +12% mind +6% fire Crit.dmg- 15.00% Rings can have magical properties. |
| Around neck | Ulehell the Radianceroar0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +9% acid Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Fatigue -7% Resists +27% light +14% darkness HP.reg +3.00 Blind- +32% Amulets can have magical properties. |
| In main hand | Mardyharaleg the steel mace (16-22.4 power, 3 apr) 3.0 T2 mace 1H weapon [Rare] Master Power 16.0 - 22.4 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Mag dps ---------- Spell.pwr +30 (+7 eff.) Dmg.mod +9% arcane Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +32% ---------- misc Talents +1 Corrosive Slashes Blunt and deadly. |
| Around waist | Dawnwing1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Str +4 Dex dps ---------- Phys.crit +5.0% ----- def ----- Armour +6 Defense +30 (+7 eff.) Max.HP +53.00 ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 84% Wil Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +10% fire +15% cold +24% physical Dmg.red +14 physical ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Shadowflash (1 def, 7 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% darkness +18% fire Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +18% lightning +6% fire +14% cold Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Searenvy the woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +18% cold Res.pen +25% physical Acc +15 (+4 eff.) Melee Ret 8 physical ----- def ----- Resists +4% physical +27% cold +9% fire +9% all Silence- +69% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the wizard (efficiency 225% / cooldown 50%)0.1 T1 implant scroll [Ego] 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 225% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 210% / cooldown 50%)0.1 T1 implant scroll [Ego] 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 210% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.4 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
acid wave rune of the titan (damage 253; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 253.21 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 Constitution stat. 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 sneak (range 8; phase 28; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Its effects scale with your Cunning stat. When inscribed on your body (secondary): Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the blink rune's secondary power to shift yourself out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Cunning stat. 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 |
blink rune of the sneak (range 8; phase 28; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Its effects scale with your Cunning stat. When inscribed on your body (secondary): Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the blink rune's secondary power to shift yourself out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Cunning stat. 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 |
blink rune of the titan (range 8; phase 28; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Its effects scale with your Constitution stat. When inscribed on your body (secondary): Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the blink rune's secondary power to shift yourself out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Constitution stat. 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 |
blink rune of the wizard (range 11; phase 34; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Its effects scale with your Magic stat. When inscribed on your body (secondary): Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the blink rune's secondary power to shift yourself out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Magic stat. 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 |
manasurge rune of the warrior (regen 2003% over 10 turns; mana 100; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2003% for 10 turns (56 total) and instantly restoring 100 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 464; dur 8; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 464 damage for 8 turns. Its effects scale with your Constitution stat. 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 |
teleportation rune of the sneak (range 114; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 114 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Flash Powder0.1 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. |
schematic: Grounding Strap0.1 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. |
schematic: Iron Grip0.1 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. |
schematic: Mental Stimulator0.1 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. |
schematic: Pain Suppressor Salve0.1 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. |
schematic: Unstoppable Force Salve0.1 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. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
insulating copper amulet of constitution (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +14% fire +13% cold Amulets can have magical properties. |
starlit steel amulet of mastery (0.10 Corruption / Doom shield)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +18% light +18% darkness Blind- +32% ---------- misc Masteries +0.10 Corruption/Doom shield Amulets can have magical properties. |
Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag dps ---------- Acc +0 (+0 eff.) ----- def ----- Defense +0 (+0 eff.) ---------- misc Stam/turn +0.00 Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
warrior's steel ring of blight (+14%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +14% blight ----- def ----- Armour +12 Resists +14% blight Rings can have magical properties. |
Xanudamira the Serpentlace (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 32.0 - 48.0 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 38% * 25% chance for lightning to strike from the target to a second target dealing 113 damage * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 While equipped: ----- def ----- Resists +15% lightning Heal.mod +20% Knockbk- +0% Massive two-handed battleaxes. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 21% Wil, 33% Cun Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 27% Wil, 27% Cun Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 27% Wil, 10% Mag, 27% Cun Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 303.95 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 27% Wil, 33% Cun Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 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. |
Telekinetic Sledge (40-60 power, 20 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane/Psionic Power 40.0 - 60.0 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +4.0% Atk.spd 100% Phasing +20% On Crit: * knocks the target away This large steel greatmaul has more inertia than it should have. |
Belinor (48.5-77.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master Power 48.5 - 77.6 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Crit.mult +15.00% S.pwr/crit +8 Res.pen +16% physical +16% all Acc +48 (+12 eff.) Apr +32 ---------- misc Mana/turn +0.28 Massive two-handed swords. |
arcing steel greatsword of massacre (39.5-63.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 39.5 - 63.2 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage Massive two-handed swords. |
iron longsword (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Sharp, long, and deadly. |
iron longsword 'Zirand' (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 10.0 - 14.0 Mind Uses 60% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +15% mind +12% blight Melee Ret 4 mind ----- def ----- Resists +12% mind Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
iron mace 'Khelyfast' (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Acc +17 (+4 eff.) ----- def ----- Armour +8 Defense +7 (+2 eff.) Disarm- +26% Blunt and deadly. |
Psionic Fury (12-13.2 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+5 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 137.98 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Obsidiannoon (10-12 power, 2 apr, acid element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +1.3% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% acid +9% darkness Res.pen +15% darkness ----- def ----- Resists +3% darkness +3% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Nerurin' (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +2% Crit.mult +20.00% Spell.pwr +26 (+6 eff.) S.pwr/crit +10 Dmg.mod +15% fire ----- def ----- Resists +6% cold Heal.mod +15% Silence- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dual yew vilestaff of might (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness +20% fire ---------- misc Talents +1 Dual Staff +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff of fate (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ----- def ----- Phys.save +7 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic iron waraxe of erosion (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Nature Power 11.0 - 15.4 Physical Uses 60% Wil Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 nature On Crit: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 While equipped: One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Aeruregobar the Blackripper (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Defense +1 (+0 eff.) Resists +0% lightning +6% light +12% darkness Max.HP +36.00 Stun/Frz- +0% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (8 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +8 (+2 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Sparkstreak' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% cold Melee Ret 6 lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% darkness +6% blight +6% fire +39% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of corrosion (+27%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +18% acid ----- def ----- Resists +27% acid +9% all Mind.save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Stormgasher (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Dmg.mod +18% lightning Acc +25 (+6 eff.) ----- def ----- Armour +3 Fatigue +2% HP.reg +3.00 Heal.mod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 6 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 19 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Poruvea the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +26% acid On Hit (Melee): * 10% chance to reduce armor by 41% ----- def ----- Armour +1 Resists +12% acid Unarmed combat: Power 6.5 - 7.2 Physical Uses 24% Wil, 64% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Xeriba' (0 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% physical +6% fire Crit.dmg- 15.00% Phys.save +7 (+2 eff.) Mind.save +7 (+4 eff.) Die.at -80.00 life Blind- +20% Disarm- +32% Unarmed combat: Power 20.0 - 28.0 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 Unarmed combat: Power 10.5 - 14.7 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 11 darkness Dmg.mod +6% darkness +6% arcane ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness Disarm- +0% Unarmed combat: Power 20.5 - 28.7 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +8 arcane On Crit.r2 +7 arcane On Hit: 20% Moonlight Ray 3 On Hit: * 9% chance to reduce damage dealt by 11% Metal gloves protecting the hands up to the middle of the lower arm. |
Halyrion the iron helm (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +6 Mag +0 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Armour +5 Fatigue +5% Resists +6% mind Mind.save +0 (+0 eff.) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of might (0 def, 3 armour)3.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap of constitution (+4) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
rough leather cap 'Fulechik' (20 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +1 Defense +20 (+5 eff.) Fatigue +1% Phys.save +13 (+4 eff.) ---------- misc Max.stam +10.00 A cap made of leather. |
Polilratira the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Psionic While equipped: dps ---------- Res.pen +20% physical Acc +25 (+6 eff.) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +7% mind Phys.save +15 (+5 eff.) Mind.save +13 (+7 eff.) A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
steel plate armour 'Turudig' (0 def, 11 armour)17.0 T2 massive armor [Rare] Nature While equipped: Stats +3 Str +6 Dex +3 Mag +5 Wil +3 Cun ----- def ----- Armour +11 Fatigue +22% Resists +9% acid +9% cold ---------- misc Light +3 Breathe water A suit of armour made of metal plates. |
Zubovena the iron shield (0 def, 2 armour, 8-9.6 power, 24.5 block)7.0 T1 shield armor [Rare] Master When used to Attack: Power 8.0 - 9.6 Physical Uses 60% Wil Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +24 On Hit: * 20% chance to reduce armor by 41% * 10% chance to reduce all saves and defense by 13 While equipped: dps ---------- Res.pen +25% acid ----- def ----- Armour +2 Fatigue +8% Resists +18% cold +0% fire +0% physical Dmg.red +0 physical ---------- misc Talents +1 Block Handheld deflection devices. |
acidic iron shield of lightning resistance (+17%) (0 def, 2 armour, 9-10.8 power, 20 block)7.0 T1 shield armor [Ego] Nature/Master When used to Attack: Power 9.0 - 10.8 Physical Uses 60% Wil Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +20 On Hit: * 14% chance to reduce armor by 41% While equipped: dps ---------- Melee+ 6 acid Melee Ret 5 acid ----- def ----- Armour +2 Fatigue +8% Resists +17% lightning +0% physical Dmg.red +0 physical ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of fire resistance (+21%) (0 def, 4 armour, 14.5-17.4 power, 42.5 block)7.0 T2 shield armor [Ego] Nature/Master When used to Attack: Power 14.5 - 17.4 Physical Uses 60% Wil Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 On Hit.r1 +14 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 9 fire ----- def ----- Armour +4 Fatigue +8% Resists +0% physical +21% fire Dmg.red +0 physical ---------- misc Talents +1 Block Handheld deflection devices. |
3 agate0.0 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. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
demon seed [daelach] (level 20, finger)0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: dps ---------- Spell.crit +6% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [daelach] (level 20, offhand)0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Fiery Portal (Activated:) Create a portal between two points and walk through it. Whenever the portals are used, they unleash stunning flames in radius 3. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [daelach] (level 22, mainhand)0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Doom Tendrils (Sustained:) Whenever you act, foes around you in radius 2 suffer darkness damage and pinning (up to 3 times per global turn). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [daelach] (level 24, finger)0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: dps ---------- Spell.crit +9% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [daelach] (level 25, finger)0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: dps ---------- Spell.crit +9% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [daelach] (level 28, body)0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: dps ---------- All.spd +16% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dolleg] (level 12, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Dark Thorns (Activated:) Creates a grove of thorns that deals acid damage each turn and slows enemies within. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dolleg] (level 12, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Dmg.red +6 blight +6 nature Shield strikes poison the target for 24 blight damage over 5 turns, reducing the victim's healing by 50%. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dolleg] (level 20, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Dark Thorns (Activated:) Creates a grove of thorns that deals acid damage each turn and slows enemies within. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dolleg] (level 22, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Blightdrinker (Sustained:) Heals you for a portion of blight or acid damage you deal (capped per turn). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dolleg] (level 25, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: dps ---------- Mov.spd +18% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dolleg] (level 27, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Dmg.red +14 blight +14 nature Shield strikes poison the target for 30 blight damage over 5 turns, reducing the victim's healing by 50%. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dúathedlen] (level 10, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Res.pen +22% darkness ----- def ----- Resists +15% darkness Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dúathedlen] (level 12, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Res.pen +23% darkness ----- def ----- Resists +16% darkness Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dúathedlen] (level 13, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: Allows you to detect creatures in a radius of 4 The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dúathedlen] (level 15, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: Allows you to detect creatures in a radius of 4 The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dúathedlen] (level 16, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: Allows you to detect creatures in a radius of 4 The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [dúathedlen] (level 25, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Res.pen +25% darkness ----- def ----- Resists +23% darkness Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 13, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +0.80 Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 13, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +17% fire Shield strikes set targets in radius 1 ablaze for 16 damage over 3 turns. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 15, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +18% fire Shield strikes set targets in radius 1 ablaze for 17 damage over 3 turns. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 16, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +0.80 Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 19, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +20% fire Shield strikes set targets in radius 1 ablaze for 18 damage over 3 turns. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 20, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts (Sustained:) Melee strikes have a 25% chance to release a fireball at a random foe in radius 5, lighting it and adjacent foes ablaze (1/turn). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 22, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.20 Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 23, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.20 Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 29, body)0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +4 Fiery Cleansing (Activated:) Set yourself ablaze, purging 1 negative effect per turn at the cost of 10% of your max life per effect purged. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 4, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts (Sustained:) Melee strikes have a 25% chance to release a fireball at a random foe in radius 5, lighting it and adjacent foes ablaze (1/turn). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 4, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts (Sustained:) Melee strikes have a 25% chance to release a fireball at a random foe in radius 5, lighting it and adjacent foes ablaze (1/turn). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [fire imp] (level 8, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +14% fire Shield strikes set targets in radius 1 ablaze for 14 damage over 3 turns. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [quasit] (level 12, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike (Activated:) Flings your weapon at a distant target, dealing 120% weapon damage and causing it to bleed for 5 turns. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [quasit] (level 13, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +17% physical Dmg.red +7 physical Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [quasit] (level 15, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike (Activated:) Flings your weapon at a distant target, dealing 120% weapon damage and causing it to bleed for 5 turns. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [quasit] (level 19, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Farstrike (Activated:) Flings your weapon at a distant target, dealing 120% weapon damage and causing it to bleed for 5 turns. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [quasit] (level 7, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Stam/turn +1.00 Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [quasit] (level 7, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike (Activated:) Flings your weapon at a distant target, dealing 120% weapon damage and causing it to bleed for 5 turns. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [quasit] (level 9, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Stam/turn +1.00 Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [quasit] (level 9, offhand)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. It can be used to enhance equipment or to summon the demon within. |
demon seed [thaurhereg] (level 25, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Spell.save +24 (+12 eff.) Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [thaurhereg] (level 28, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Blood Quell (Activated:)Inflicts blight damage over time to enemies in a targeted radius and silences them. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [thaurhereg] (level 31, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Blood Quell (Activated:)Inflicts blight damage over time to enemies in a targeted radius and silences them. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [uruivellas] (level 14, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ----- def ----- Heal.mod +28% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [uruivellas] (level 17, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ----- def ----- Heal.mod +28% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [uruivellas] (level 18, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Unstoppable (Activated:) Prevents your life from dropping below 1 for a duration, but also prevents healing. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [uruivellas] (level 22, body)0.0 T4 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Stun/Frz- +29% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [uruivellas] (level 24, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Disarm (Activated:) Performs a melee strike with your weapon that attempts to disarm the target (phys power vs. phys save). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [uruivellas] (level 28, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ----- def ----- Heal.mod +32% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [uruivellas] (level 28, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +4 Unstoppable (Activated:) Prevents your life from dropping below 1 for a duration, but also prevents healing. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [water imp] (level 12, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +16% cold Shield strikes deal 12 cold damage with a 25% chance of freezing (50% if the target is wet). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [water imp] (level 17, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [water imp] (level 17, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [water imp] (level 28, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +4 Blackice (Sustained:) Dealing cold damage reduces targets' resistance to all damage sources. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [water imp] (level 6, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Whirlpool (Activated:) Creates a whirlpool that deals cold damage over time, wets foes, and pulls them in. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [wretch titan] (level 24, body)0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Crit.dmg- 22.00% Demon status: alive (100% life). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [wretch titan] (level 25, offhand)0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Acid Burst (Sustained:) Blocking an attack with your shield spawns a radius-3 cloud of acid that deals damage over time (1/turn). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [wretch titan] (level 27, mainhand)0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Cone (Sustained:) Critical weapon strikes trigger a radius-5 cone of wall-melting acid (1/turn). The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [wretchling] (level 10, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +15% acid Shield strikes splash the target with acid, dealing 19 acid damage over 3 turns and reducing their armor, defense, and accuracy by 10. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [wretchling] (level 15, body)0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Acidic Bath (Activated:) Create a pool of acid around yourself that deals damage over time to those within, including you. (Passive:) increases acid affinity. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
demon seed [wretchling] (level 22, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +21% acid Shield strikes splash the target with acid, dealing 23 acid damage over 3 turns and reducing their armor, defense, and accuracy by 12. The seed of a demon. It can be used to enhance equipment or to summon the demon within. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +5 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald0.0 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Automated Portable Extractor0.0 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. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 126% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 265/400 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 Chest2.0 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. |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Voroma the Nightwish [power 218] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +21% darkness Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Resists +6% darkness +9% mind Sting an enemy dealing 251 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Blazethorn [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid Res.pen +20% fire Melee Ret 4 fire On Hit (Melee): * 10% chance to reduce armor by 41% Create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (140 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 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
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Gripal the Maj'Eyal Whitehoof Demonologist level 12
25th Haze 122nd year of Ascendancy at 09:34 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gripal the Maj'Eyal Whitehoof Demonologist level 19
39th Haze 122nd year of Ascendancy at 01:12 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Gripal the Maj'Eyal Whitehoof Demonologist level 10
62nd Dusk 122nd year of Ascendancy at 17:10 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Gripal the Maj'Eyal Whitehoof Demonologist level 20
43rd Haze 122nd year of Ascendancy at 07:31 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Gripal the Maj'Eyal Whitehoof Demonologist level 8
51st Dusk 122nd year of Ascendancy at 22:03 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Gripal the Maj'Eyal Whitehoof Demonologist level 7
79th Pyre 122nd year of Ascendancy at 18:25 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Gripal the Maj'Eyal Whitehoof Demonologist level 7
41st Dusk 122nd year of Ascendancy at 01:22 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Gripal the Maj'Eyal Whitehoof Demonologist level 22
47th Haze 122nd year of Ascendancy at 19:01 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Gripal the Maj'Eyal Whitehoof Demonologist level 17
37th Haze 122nd year of Ascendancy at 12:50 see stats
Log
Today is the 51st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:23.
Today is the 52nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 53rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 54th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:40.
Today is the 55th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 56th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You carefully open the door and enter the underground crypt...
As you enter you notice the door has no visible handle on the inside. You are stuck here!
Gripal deactivates Black Mark.
Gripal deactivates Blood Vengeance.
Gripal deactivates Apply Poison.
Gripal deactivates Osmosis Shield.
Gripal deactivates Chant of Fortress.
Gripal deactivates Hardened Core.
Gripal deactivates Corrosive Slashes.
Gripal deactivates Overkill.
Gripal deactivates Premonition.
Gripal deactivates Shattered Mind.
Gripal deactivates Rain of Fire.
Gripal deactivates Mal'rok's Requiem.
Gripal deactivates Beyond the Flesh.



























































































































































