Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Ashes of Urh'Rok 1.7.3Official 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:
Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Steel Monk Evolution for Brawler 1.7.0Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Necro NegLife+ 1.7.2Makes a couple of tweaks to Necromancer to make it less prone to accumulating disproportionate amounts of positive life, thus helping its 0-life threshold gimmicks retain relevance: Blurred Mortality now converts half of your maximum life bonus from Constitution to negative death threshold, retroactively. This is a relatively minor change, but it will at least stop Constitution from giving a greater proportion of positive life to negative life per point at high levels. Lichform will convert half of the maximum life you gain from levelling up after transforming to negative death threshold (non-retroactively). Instead of drastically increasing the proportion of positive life to negative life to the point where the latter is practically dwarfed and never encountered outside of extreme situations, Lichform will now cause you to break perfectly even, and in most cases will in fact slow the rate at which you gain positive life. (Credit to GlassGo on the forums for suggesting this behaviour!) These tweaks will likely cause some level of disruption to Necromancer's power balancing, so any feedback given on the forums towards further polishing would be appreciated. Enjoy! Forbidden Cults 1.7.3Official 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.
Playable Naloren Race 1.7.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Recaiden's Evolution Prodigies 1.6.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.3Donators/Buyers bonus! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.3Official 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:
Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Staff Bonk Sound 1.7.2Adds a wooden bonk sound to all melee hits from a staff. ---Changelog Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Stone Redone! 1.7.0Makes a number of changes/improvements to the Earth and Stone spell trees to bring their combined utility/power level more in line with their elemental counterpoints, integrating them better with each other and (hopefully!) providing a more sensible, unified package for the three classes that share them. Changes from basegame: Body of Stone has been significantly buffed to bring it up to par with its counterparts in the other advanced elemental trees as a spell that expands the earth spell family's functionality into a new playstyle -- that of a stationary "artillery" that trades mobility for field control and durability: Crystalline Focus's save bonus has been replaced with an additional chance for all damaging Earth, Stone, and Eldritch Stone spells to stun targets; combined with Earthen Missiles' and Earthquake's multihit (the latter of which has the bonus added to its native stun chance) and Body of Stone's cooldown reduction, earth mages can now repeatedly stun vulnerable enemies, impairing their damage and talent cooldowns. This also aids their utility for Stone Warden and Arcane Blade, for whom the damage from Earth spells falls off quickly compared to weapon damage. Mudslide can now be aimed at yourself for a radial attack that pulls enemies in, making the talent more desirable for Stone Warden and Arcane Blade (particularly in conjunction with Body of Stone which would otherwise prevent them from engaging foes in melee). Stone Skin's cooldown reduction is now compatible with Stone Spikes, similarly to Crystalline Focus and Body of Stone. This addon hard-overloads the entire data files for the Earth, Stone, and Eldritch Stone talents, and so will almost certainly be incompatible with addons that make changes to the aforementioned. Necro Escort 1.7.2Adds a necromancer escort. Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Demonologist |
Level / Exp | 23 / 64% |
Size | big |
Lifes / Deaths | Killed by Mayyth the minotaur at level 8 on the 5th Mirth 122nd year of Ascendancy at 12:18 3 / 2Killed by fire drake at level 21 on the 39th Dusk 122nd year of Ascendancy at 19:06 |
Primary Stats
Strength | 62 (base 52) |
Dexterity | 16 (base 10) |
Constitution | 18 (base 12) |
Magic | 52 (base 47) |
Willpower | 17 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | 649/649 |
Stamina | 166/166 |
Vim | 58/72 |
Healing Factor | 1.4211363549267 |
Regeneration | 4.6186931535118 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +106.30414946264% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 17.342941493866 |
See Invisible | 17.342941493866 |
Offense: Mainhand
Damage | 80 |
Accuracy | 44 |
Crit Chance | 23% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 52 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Fire | +3% |
All | 0% |
Physical | +13% |
Mind | +3% |
Nature | +17% |
Offense: Damage Penetration
Nature | +10% |
Defense: Base
Armour (hardiness) | 74.984779249025 (78.607947236566%) |
Defense | 22 |
Ranged Defense | 26 |
Fatigue | 36 |
Physical Save | 38 |
Spell Save | 35 |
Mental Save | 20 |
Defense: Resistances
Darkness | + 53%( 70%) |
Nature | + 30%( 70%) |
Blight | + 48%( 70%) |
Fire | + 25%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 53% |
Confusion Resistance | 21% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 473% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Black-magic | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Flame of Urh'Rok |
talent | Bleak Outcome |
talent | Hardened Core |
talent | Overkill |
talent | Blood Vengeance |
talent | Elemental Discord |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost defiler from death by giant yellow ant. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the worried loremaster from death by Ce'Nuda the lesser vampire. Escort: worried loremaster (level 2 of Daikara) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
On feet | Radhadan the pair of rough leather boots (0 def, 3 armour) Radhadan the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: defense ------ Armor +3 Resistance +3% blight +9% fire Physical save +3 (+2 eff.) Unlife -80.00 life Silence Resist +20% Confus Resist +21% Stun Resist +23% A pair of boots made of leather. |
Light source | scorching brass lantern of health scorching brass lantern of health2.0 Encumbrance T1 lite [Ego] Arcane/Nature While equipped: offense ------ When Hit 11 fire defense ------ Resistance +5% fire Life +41.00 other ------- 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. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+5 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | Xalelaith the Singetyphoon (0 def, 9 armour) =+4dex= Xalelaith the Singetyphoon (0 def, 9 armour) =+4dex=1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +3.0% Critical power +10.00% On-Hit 8 physical Damage +3% fire +5% physical Accuracy +25 (+9 eff.) When Hit 4 cold defense ------ Armor +9 Fatigue +3% Unarmed combat: Weapon Damage 118% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +10 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath 3 Effective talent level: 3.0 Use mode: Activated Equilibrium cost: 20 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 7. Any target caught in the area will take 147.57 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | It Which Writhes It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | The Black Ring The Black Ring 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% defense ------ Spell save +7 (+4 eff.) other ------- Vim-on-Hit +3.00 Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. Effective talent level: 3.9 Use mode: Activated Vim cost: 15 Range: 6 Cooldown: 8 Travel Speed: 400% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 76.82 fire damage and 74.59 darkness damage in a radius of 5. The damage will increase with your Spellpower. "An innocuous bauble. Until you look through the hole." |
On fingers | Ring of Growth Ring of Growth 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% other ------- Vim-on-Hit +1.00 This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | voratun mace 'Willowgrinder' (156% power, 6 apr) voratun mace 'Willowgrinder' (156% power, 6 apr) 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 156% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +39 cold On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +15.0% Physical Power +11 (+4 eff.) Damage +3% mind +9% nature Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 37% * 20% chance to reduce all saves and defense by 12 other ------- Talents +2 Corrosive Cone Effective talent level: 2.0 Use mode: Passive Is: a spell Description: When you deal a critical strike in melee, you send out a cone of acid, dealing 76 damage to all enemies and melting walls you hit. The damage will increase with your Spellpower. Blunt and deadly. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Black Mesh (8 def, 2 armour, 150% power, 120 block) Black Mesh (8 def, 2 armour, 150% power, 120 block) 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+4 eff.) Ranged Defense +8 (+4 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +3 Fearscape Shift +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Effective talent level: 3.6 Use mode: Activated Vim cost: 32 Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 148.65 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 148.65 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 9 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | Silabremira the Lustrebringer (7 def, 0 armour) Silabremira the Lustrebringer (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% When Hit 6 physical defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable iron plate armour of command (6 def, 18 armour) impenetrable iron plate armour of command (6 def, 18 armour) 17.0 Encumbrance T1 massive armor [Ego+] Master/Psionic While equipped: Stats +2 Cun defense ------ Armor +18 Defense +6 (+3 eff.) Fatigue +22% Mind save +11 (+6 eff.) other ------- Talents +1 Fiery Cleansing Effective talent level: 1.0 Use mode: Activated Vim cost: 15 Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Deals 20% of your total life to cleanse your afflictions, removing up to 1 physical, mental or magical detrimental effects. A suit of armour made of metal plates. |
Inventory
movement infusion (speed 408%; cd 12) movement infusion (speed 408%; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 408% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 631%; cd 15) movement infusion of the wizard (speed 631%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 5; phase 15; cd 15) blink rune of the sneak (range 5; phase 15; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 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. |
biting gale rune (damage 61; dur 4; cd 18) biting gale rune (damage 61; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 61.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Samilaneg the copper amulet Samilaneg the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% blight defense ------ Armor +4 Defense +6 (+3 eff.) Resistance +12% light +9% mind Max Resistance +3% all Physical save +10 (+4 eff.) Pinning Resist +10% Amulets make your neck look great! |
clarifying copper amulet clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
copper amulet of willpower (+3) copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
wanderer's steel amulet of strength (+2) =+4dex+4cun+5con= wanderer's steel amulet of strength (+2) =+4dex+4cun+5con=0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Str +4 Dex +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +1.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Bethadalelle the copper ring Bethadalelle the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: defense ------ Defense +15 (+8 eff.) Resistance +6% mind +3% blight Unlife -20.00 life Healmod +5% Silence Resist +20% other ------- Mana/turn +0.10 Max vim +20.00 Rings make your fingers look great! |
Porovena the copper ring Porovena the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Dex +1 Mag +1 Cun offense ------ Damage +11% lightning defense ------ Resistance +22% lightning +9% acid Crit Resistance 5.00% other ------- See Invis +9 Rings make your fingers look great! |
marksman's copper ring marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of blight (+11%) wizard's copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% blight defense ------ Resistance +11% blight Spell save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of light (+22%) wizard's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% light defense ------ Resistance +22% light Spell save +4 (+2 eff.) Rings make your fingers look great! |
Eclipse (117% power, 4 apr, darkness element) Eclipse (117% power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- (+)/turn +0.10 (-)/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
steel battleaxe of massacre (137% power, 2 apr) steel battleaxe of massacre (137% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe of crippling (133% power, 2 apr) dwarven-steel battleaxe of crippling (133% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 137% Range: 1.0x-1.7x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Aruriakira the iron longsword (116% power, 2 apr) =+3con= Aruriakira the iron longsword (116% power, 2 apr) =+3con=3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 116% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +4 physical While equipped: Stats +3 Con offense ------ Critical power +5.00% Accuracy +5 (+2 eff.) Ignore Armor +3 defense ------ Armor +2 Sharp, long, and deadly. |
Xanowyn the steel mace (105% power, 3 apr) =+2dex+2con= Xanowyn the steel mace (105% power, 3 apr) =+2dex+2con=3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage While equipped: Stats +2 Dex +2 Con offense ------ Accuracy +8 (+3 eff.) defense ------ Armor +2 Defense +5 (+3 eff.) Resistance +5% temporal Disarm Resist +20% Blunt and deadly. |
hateful steel waraxe (112% power, 3 apr) hateful steel waraxe (112% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Psionic Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 darkness Damage Against +5% Living One-handed war axes. |
elemental dwarven-steel dagger of evisceration (115% power, 7 apr) elemental dwarven-steel dagger of evisceration (115% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 89 acid damage (1/turn) On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +6 (+2 eff.) Damage +14% acid Ignore resists +7% acid Sharp, short and deadly. |
elemental dwarven-steel dagger of rage (114% power, 7 apr) elemental dwarven-steel dagger of rage (114% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Weapon Damage 114% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 89 fire damage (1/turn) While equipped: Stats +6 Str offense ------ Damage +8% physical +10% fire Ignore resists +14% fire Accuracy +8 (+3 eff.) Sharp, short and deadly. |
enhanced dwarven-steel dagger (116% power, 7 apr) enhanced dwarven-steel dagger (116% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +5 Str +5 Dex +5 Mag +4 Wil +5 Cun +4 Con Sharp, short and deadly. |
horrifying vined mindstar (87% power, 18 apr, mind damage) horrifying vined mindstar (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+3 eff.) On-Hit 5 mind 6 darkness Damage +4% mind +4% darkness other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
chilling cured leather whip of erosion (116% power, 1 apr) chilling cured leather whip of erosion (116% power, 1 apr)3.0 Encumbrance T2 whip 1H weapon [Ego] Arcane/Nature Weapon Damage 116% Range: 1.0x-1.1x Uses 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +6.0% Attack Speed 125% On-hit +8 nature +8 cold Sharp, long and deadly. |
Myrath Myrath4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 mind While equipped: offense ------ Physical Crit +2.0% Mindpower +15 (+9 eff.) Ignore resists +20% physical +9% all Accuracy +11 (+4 eff.) Ignore Armor +9 other ------- Max stamina +20.00 Max psi +30.00 Longbows are used to shoot arrows at your foes. |
ash longbow 'Tulidan' ash longbow 'Tulidan'4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 cold +12 mind On Hit: * 20% chance to reduce all saves and defense by 12 While equipped: offense ------ Damage +18% cold Ignore resists +20% arcane defense ------ Resistance +5% arcane +9% temporal Longbows are used to shoot arrows at your foes. |
mighty rough leather sling mighty rough leather sling4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
hateful pouch of steel shots (15/15, 124% power, 2 apr) hateful pouch of steel shots (15/15, 124% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 124% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 15 On-ranged-hit +9 darkness Damage Against +9% Living Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 117% power, 48 block) Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- 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. |
dwarven-steel shield of shrapnel (0 def, 6 armour, 138% power, 82.5 block) dwarven-steel shield of shrapnel (0 def, 6 armour, 138% power, 82.5 block)7.0 Encumbrance T3 shield armor [Ego+] Master When used to Attack: Weapon Damage 138% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +82 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 214 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Dimhash (28 def, 2 armour) =+2dex= Dimhash (28 def, 2 armour) =+2dex=2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +2 Dex +1 Con offense ------ Damage +3% darkness defense ------ Armor +2 Defense +28 (+14 eff.) Resistance +7% all Physical save +16 (+6 eff.) other ------- Stamina/turn +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Pyrebone the woollen robe (0 def, 0 armour) Pyrebone the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +14% nature +9% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% temporal +6% darkness +21% nature +5% arcane +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of the deep (6 def, 6 armour) cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +6 (+3 eff.) Fatigue +7% Resistance +7% acid +5% cold other ------- Breathe water A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Aeroharasus (0 def, 11 armour) =wet= Aeroharasus (0 def, 11 armour) =wet=17.0 Encumbrance T2 massive armor [Rare] Nature While equipped: Stats +7 Wil +1 Con offense ------ Damage +12% mind Ignore resists +15% mind defense ------ Armor +11 Fatigue +22% Resistance +7% acid +7% cold other ------- Breathe water A suit of armour made of metal plates. |
Slippery Belt Slippery Belt1.0 Encumbrance T1 belt armor [Unique] Nature/Unknown While equipped: Stats +8 Cun +8 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature other ------- EQ/turn -0.50 On Mind Hit: 15% Slime Spit 1 Effective talent level: 1.0 Use mode: Activated Equilibrium cost: 4 Range: 10 Cooldown: 5 Travel Speed: 600% of base Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: Spit slime at your target doing 61.9 nature damage and slowing it down by 30% for 3 turns. The slime can bounce from foe to foe, hitting up to a total of 1 target(s). Additional targets must be within 6 tiles of each other and the slime loses 58.4% damage per bounce. The damage will increase with your Mindpower It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
Ulfimakan Ulfimakan1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+1 eff.) Ignore resists +20% physical Ignore Armor +3 defense ------ Armor +2 Physical save +3 (+2 eff.) Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Velumina =blight!= Velumina =blight!=1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +2% Critical power +10.00% Spellpower +30 (+9 eff.) Ignore resists +20% blight When Hit 2 blight defense ------ Resistance +6% blight other ------- Mana/turn +0.22 Max mana +20.00 A belt that goes around your waist. |
enveloping linen cloak of protection (7 def, 0 armour) enveloping linen cloak of protection (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmerbore the pair of iron boots (0 def, 3 armour) =+3dex= Glimmerbore the pair of iron boots (0 def, 3 armour) =+3dex=3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Dex +2 Con offense ------ Damage +3% light When Hit 6 light defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +7% temporal +6% darkness other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Radianceglamour' (0 def, 3 armour) =+5con= pair of iron boots 'Radianceglamour' (0 def, 3 armour) =+5con=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag +5 Con offense ------ Ignore resists +15% light defense ------ Armor +3 Fatigue +2% Resistance +3% cold Spell save +3 (+2 eff.) other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Xeretta' (0 def, 11 armour) pair of iron boots 'Xeretta' (0 def, 11 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun offense ------ Critical power +5.00% Ignore resists +15% mind defense ------ Armor +11 Fatigue +2% Silence Resist +10% Knockbk Resist +20% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+2 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 Effective talent level: 1.0 Use mode: Activated Equilibrium cost: 4 Range: 10 Cooldown: 5 Travel Speed: 600% of base Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: Spit slime at your target doing 61.9 nature damage and slowing it down by 30% for 3 turns. The slime can bounce from foe to foe, hitting up to a total of 1 target(s). Additional targets must be within 6 tiles of each other and the slime loses 58.4% damage per bounce. The damage will increase with your Mindpower These gloves are coated with a thick, green liquid. |
restful rough leather gloves of strength (+3) (0 def, 1 armour) restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +12.00 Unarmed combat: Weapon Damage 104% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare 1 Effective talent level: 1.0 Use mode: Activated Psi cost: 17.2 Range: 7 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power Description: Puts targets in a radius 7 cone into a nightmarish sleep for 2 turns, rendering them unable to act. Every 3 points of damage the target suffers will reduce the effect duration by one turn. Each turn, they'll suffer 6.64 darkness damage. This damage will not reduce the duration of the effect. When Nightmare ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold and darkness damage will scale with your Mindpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of dexterity (+3) (0 def, 1 armour) steady rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On Hit: 10% Perfect Control 1 Effective talent level: 1.0 Use mode: Activated Psi cost: 25.8 Range: melee/personal Cooldown: 50 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: Encase your body in a sheath of thought-quick forces, allowing you to control your body's movements directly without the inefficiency of dealing with crude mechanisms like nerves and muscles. Increases Accuracy by 24 and critical strike chance by 12.0% for 5 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Chargefury' (6 def, 0 armour) linen wizard hat 'Chargefury' (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire When Hit 2 lightning defense ------ Defense +6 (+3 eff.) Resistance +6% temporal +16% fire Unlife -40.00 life A pointy cloth hat, very wizardly... |
Narach the Wretchreek (1 def, 0 armour) =+3cun= Narach the Wretchreek (1 def, 0 armour) =+3cun=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +3% nature Ignore resists +10% darkness +15% nature When Hit 2 nature defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
miner's iron helm of dexterity (+3) (0 def, 5 armour) miner's iron helm of dexterity (+3) (0 def, 5 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +5 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mardorion (0 def, 4 armour) =+5con= Mardorion (0 def, 4 armour) =+5con=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Mag +6 Wil +5 Con offense ------ Physical Crit +3.0% Accuracy +10 (+4 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 Encumbrance 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. |
3 topaz 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst 10 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance 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. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.4 Power cost 22 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 123.67 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 123.67 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Samasin (dig speed 30 turns) Samasin (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +5 Str +3 Dex +2 Con offense ------ Ignore resists +5% temporal other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Turydar the dwarven-steel pickaxe (dig speed 15 turns) Turydar the dwarven-steel pickaxe (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +2 Con offense ------ Mind Crit +4% Damage +8% mind +6% fire Ignore resists +10% mind defense ------ Resistance +9% acid Mind save +8 (+4 eff.) other ------- Max psi +40.00 See Invis +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Phoenixterror' (dig speed 15 turns) dwarven-steel pickaxe 'Phoenixterror' (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +9% fire When Hit 2 fire On-Hit (Melee): * 20% chance to slow global speed by 37% * 20% chance to reduce damage dealt by 10% defense ------ Resistance +12% nature +3% darkness Life +31.00 other ------- Max stamina +19.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +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. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 102% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Brenatar the Glitterraptor [power 200] (17 cooldown) Brenatar the Glitterraptor [power 200] (17 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% physical defense ------ Defense +15 (+8 eff.) Resistance +9% light Physical save +9 (+4 eff.) Unlife -60.00 life other ------- Max stamina +10.00 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
demon seed [quasit] (19, body) demon seed [quasit] (19, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Overpower Demon status: alive (100% life). Effective talent level: 2.0 Use mode: Activated Stamina cost: 29.9 Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Weapon (100% of a turn) Description: Hits the target with your weapon doing 112% damage and two shield strikes doing 112% damage each, trying to overpower your target. If the last attack hits, the target is knocked back 4 grids. The chance for knockback increases with your Accuracy. The seed of a demon. |
demon seed [water imp] (17, body) demon seed [water imp] (17, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Blackice Demon status: alive (100% life). Effective talent level: 2.0 Use mode: Activated Vim cost: 6 Range: 5 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Each time your kill a creature with non-fire damage you gain a blackice charge for 20 turns (stacking to 2). At any moment you can use a charge to infect a creature with blackice, reducing its fire and physical resistance by 32% for 7 turns. The seed of a demon. |
demon seed [Rogroth, Eater of Souls] (25, body) demon seed [Rogroth, Eater of Souls] (25, body)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to body When attached: +2 to all Demon Seeds, Spellblaze and Demonic Pact talents Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [daelach] (26, body) demon seed [daelach] (26, body)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Stun Resist +64% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (27, body) demon seed [wretch titan] (27, body)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Crit Resistance 24.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (12, finger) demon seed [water imp] (12, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (11, finger) demon seed [wretchling] (11, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (24, finger) demon seed [fire imp] (24, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (23, finger) demon seed [quasit] (23, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (11, mainhand) demon seed [dúathedlen] (11, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Corrupt Light Demon status: alive (100% life). Effective talent level: 2.0 Use mode: Activated Vim cost: 5 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Weave darkness in a radius of 3. All unlit grids contribute to your power by increasing all your damage done for 6 turns. Damage increase depends on the number of grids extinguished. The seed of a demon. |
demon seed [quasit] (11, mainhand) demon seed [quasit] (11, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Farstrike Demon status: alive (100% life). Effective talent level: 2.0 Use mode: Activated Vim cost: 6 Range: 4 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You send your weapon flying to the target, dealing 156% weapon damage. The seed of a demon. |
demon seed [water imp] (20, mainhand) demon seed [water imp] (20, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Frost Grab Demon status: alive (100% life). Effective talent level: 2.0 Use mode: Activated Vim cost: 8 Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 5 turns. The ice will also deal 59.53 cold damage. The damage and chance to slow will increase with your Spellpower. The seed of a demon. |
demon seed [daelach] (30, mainhand) demon seed [daelach] (30, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Doom Tendrils Demon status: alive (100% life). Effective talent level: 3.0 Use mode: Sustained Sustain vim cost: 20 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You turn into a pillar of doom, sprouting flame tendrils in radius 2 around you. All foes hit by the tendrils take 58.29 fire damage per turn. If the creature suffers damage from the fire it is pinned to the ground. The seed of a demon. |
demon seed [dolleg] (22, mainhand) demon seed [dolleg] (22, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: 13% chance to trigger a Blood Spray cast of level 3 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (24, mainhand) demon seed [fire imp] (24, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Flame Bolts Demon status: alive (64% life). Effective talent level: 3.0 Use mode: Passive Is: a spell Description: Randomly (35% chance) hurls up to 3 flame bolts dealing 68.71 fire damage to foes in sight when you hit in melee. The damage will increase with your Spellpower. The seed of a demon. |
demon seed [onilug] (23, mainhand) demon seed [onilug] (23, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Cursed Arm Demon status: alive (100% life). Effective talent level: 3.0 Use mode: Passive Is: a spell Description: Whenever make a melee attack, you have a 20% chance to randomly curse the target with one of the curses: Defenselessness, Impotence, Death or Vulnerability as if cast at talent level 3. This may only happen once per turn. The seed of a demon. |
demon seed [wretchling] (21, mainhand) demon seed [wretchling] (21, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Corrosive Slashes Demon status: alive (100% life). Effective talent level: 3.0 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 45 armor penetration. The seed of a demon. |
demon seed [onilug] (18, offhand) demon seed [onilug] (18, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +2 Hexed Shield Demon status: alive (47% life). Effective talent level: 2.0 Use mode: Passive Is: a spell Description: Whenever you block an attack with your shield, you randomly hex the attacker with one of the hexes: Pacification, Domination, Burning or Empathic as if cast at talent level 2. This may only happen once per turn. The seed of a demon. |
demon seed [water imp] (20, offhand) demon seed [water imp] (20, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +17% blight +17% fire +17% darkness Ignore resists +10% blight +10% fire +10% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (12, offhand) demon seed [wretchling] (12, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +16% acid +16% darkness +16% blight Damage Reduction +6 acid +6 darkness +6 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (22, offhand) demon seed [daelach] (22, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Fiery Portal Demon status: alive (100% life). Effective talent level: 3.0 Use mode: Activated Vim cost: 20 Range: 10 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Create two interlinked portals for 5 turns. Only you can use the portal willingly. If a creature stands on the other end of the portal when you enter, you will switch places with it. The seed of a demon. |
demon seed [dolleg] (25, offhand) demon seed [dolleg] (25, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Pain Affinity Demon status: alive (100% life). Effective talent level: 3.0 Use mode: Passive Cooldown: 9 Is: a spell Description: Whenever you take blight damage you bask in the sweet pain for 2 turns, increasing all damage affinity by 15%. This can only happen every 9 turns. The seed of a demon. |
demon seed [fire imp] (21, offhand) demon seed [fire imp] (21, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +21% blight +21% fire +21% physical Damage Reduction +11 blight +11 fire +11 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (23, offhand) demon seed [uruivellas] (23, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Doom Storm Demon status: alive (100% life). Effective talent level: 3.0 Use mode: Activated Vim cost: 15 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: A furious fire storm rages around the caster, doing 62.65 fire damage in a radius of 3 each turn for 11 turns. You closely control the firestorm, preventing it from harming your party members. The damage and duration will increase with your Spellpower. The seed of a demon. |
Achievements
By Johnny Demonseed the Ogre Demonologist level 21
39th Dusk 122nd year of Ascendancy at 15:00 see stats
By Johnny Demonseed the Ogre Demonologist level 15
11st Dusk 122nd year of Ascendancy at 14:27 see stats
By Johnny Demonseed the Ogre Demonologist level 18
27th Dusk 122nd year of Ascendancy at 07:05 see stats
By Johnny Demonseed the Ogre Demonologist level 5
79th Pyre 122nd year of Ascendancy at 16:34 see stats
By Johnny Demonseed the Ogre Demonologist level 10
6th Mirth 122nd year of Ascendancy at 19:56 see stats
By Johnny Demonseed the Ogre Demonologist level 20
29th Dusk 122nd year of Ascendancy at 00:50 see stats
By Johnny Demonseed the Ogre Demonologist level 20
30th Dusk 122nd year of Ascendancy at 12:41 see stats
By Johnny Demonseed the Ogre Demonologist level 8
5th Mirth 122nd year of Ascendancy at 12:17 see stats
By Johnny Demonseed the Ogre Demonologist level 11
8th Mirth 122nd year of Ascendancy at 11:18 see stats
By Johnny Demonseed the Ogre Demonologist level 14
7th Flare 122nd year of Ascendancy at 23:27 see stats
By Johnny Demonseed the Ogre Demonologist level 16
18th Dusk 122nd year of Ascendancy at 12:48 see stats
Log
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 7 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Johnny Demonseed picks up (4.): amethyst.
Johnny Demonseed picks up (1.): aquamarine.
You pickup 3.10 gold pieces.
Johnny Demonseed picks up (3.): topaz.
There is a way to the previous level here (press '' or right click to use).
Ran for 38 turns (stop reason: at exit).
Johnny Demonseed deactivates Flame of Urh'Rok.
Johnny Demonseed activates Flame of Urh'Rok.
Johnny Demonseed deactivates Bleak Outcome.
Johnny Demonseed activates Bleak Outcome.
Johnny Demonseed deactivates Elemental Discord.
Johnny Demonseed activates Elemental Discord.
Johnny Demonseed deactivates Overkill.
Johnny Demonseed activates Overkill.
Johnny Demonseed deactivates Blood Vengeance.
Johnny Demonseed activates Blood Vengeance.
Johnny Demonseed deactivates Hardened Core.
Johnny Demonseed activates Hardened Core.
Resting starts...
Rested for 15 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).