











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Demonologist |
| Level / Exp | 25 / 11% |
| Size | small |
| Lifes / Deaths | Killed by Great Witch Grembor at level 25 on the 64th Haze 122nd year of Ascendancy at 12:43 / 2Killed by venom drake at level 25 on the 64th Haze 122nd year of Ascendancy at 13:24 |
Primary Stats
| Strength | 49 (base 35) |
| Dexterity | 15 (base 10) |
| Constitution | 21 (base 13) |
| Magic | 74 (base 53) |
| Willpower | 38 (base 17) |
| Cunning | 1.7791128365101 (base 10) |
Resources
| Life | -125/464 |
| Stamina | 242/242 |
| Vim | 299/314 |
| Healing Factor | 1.296387434555 |
| Regeneration | 136.08178900524 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 40 |
| Crit Chance | 0% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Physical | +10% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 69.36174050493 (81.694915254237%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 13 |
| Physical Save | 34 |
| Spell Save | 43 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 22%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 19%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Silence Resistance | 17% |
| Confusion Resistance | 74% |
| Knockback Resistance | 30% |
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 478 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 232 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 89 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Demonic pact | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Spellblaze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Black-magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
| detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (35% chance) and reducing its cunning by 18. Lobotomized (confused) |
| beneficial effect | A flow of life spins around the target, regenerating 95.52 life per turn. Regeneration |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Great Witch Grembor. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | 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 |
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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed honey tree root. * You've found the needed red crystal shard. | 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 within10 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Polima the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +8 Wil +2 Con ----- def ----- Armour +3 Resists +8% fire +7% cold Crit.dmg- 10.00% Spell.save +12 (+4 eff.) A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Sunbloom [power 17] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% light On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +3% cold Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Cun dps ---------- Melee+ 6 physical Ranged+ 7 physical Melee Ret 2 fire On Hit (Melee): * 11% chance to reduce all saves and defense by 16 On Hit (Ranged): * 11% chance to reduce all saves and defense by 16 ----- def ----- Resists +9% nature +1% physical HP.reg +3.00 Blind- +21% Stun/Frz- +22% ---------- misc Vim/ret +0.00 Hate/m.crit +1.00 Max.hate +6.00 Infravis +4 See.Stealth +6 See.Invis +8 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +22% ---------- misc Vim/ret +0.00 Vim/melee +0.00 Rings can have magical properties. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Islorin the dwarven-steel mace (29-40.6 power, 4 apr) 3.0 T3 mace 1H weapon [Rare] Psionic Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +15 mind On Hit: * 17% chance to reduce all saves and defense by 16 While equipped: Stats +3 Str +2 Dex +5 Mag +3 Wil +3 Cun ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +9 Talents +3 Doom Tendrils Blunt and deadly. |
| Around waist | Bokudurin the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Phys.pwr +20 (+6 eff.) Acc +15 (+5 eff.) ----- def ----- Phys.save +3 (+2 eff.) HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
| In off hand | Snowreaper (0 def, 10 armour, 27-32.4 power, 119 block) 7.0 T3 shield armor [Rare] Master When used to Attack: Power 27.0 - 32.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +119 Melee+ +4 darkness While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +10 Fatigue +8% Resists +20% lightning +6% cold +19% blight Dmg.red +9 blight ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Rheleg the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Mag +1 Cun +1 Con ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Aerita' (0 def, 31 armour) 17.0 T4 massive armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +31 Fatigue +17% Resists +9% temporal +6% light +5% arcane Phys.save +10 (+5 eff.) HP.reg +5.60 ---------- misc Stam/turn +2.00 Talents +2 Fiery Cleansing A suit of armour made of metal plates. |
Inventory
healing infusion of the titan (heal 82; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 101; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 101 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 66; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 66 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 29; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 29 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 41; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd 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 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. 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 warrior (absorb 314; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: 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 rune to create a protective shield absorbing at most 314 damage for 3 turns. 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +22% Amulets can have magical properties. |
clarifying steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% mind Confus- +25% Amulets can have magical properties. |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +15% lightning Stun/Frz- +27% Amulets can have magical properties. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +12% cold Amulets can have magical properties. |
starlit steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +13% darkness Heal.mod +10% Blind- +22% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
warrior's steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Mayubrebeth the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% acid Res.pen +10% mind ----- def ----- Resists +6% temporal Phys.save +4 (+2 eff.) Mind.save +3 (+2 eff.) Rings can have magical properties. |
Tidewoe0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% cold On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% ---------- misc Vim/ret +0.00 Rings can have magical properties. |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid ---------- misc Vim/ret +0.00 Rings can have magical properties. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings can have magical properties. |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings can have magical properties. |
gold ring 'Snowrebel'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +9% cold ----- def ----- Resists +24% lightning +12% temporal +5% arcane +6% acid Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings can have magical properties. |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +24% ---------- misc Max.enc +20 Infravis +3 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
rogue's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +6 (+3 eff.) Resists +20% fire Rings can have magical properties. |
rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
savior's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+4 eff.) Rings can have magical properties. |
solipsist's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings can have magical properties. |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +20% Rings can have magical properties. |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
thought-forged iron dagger of erosion (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature +5 mind On Hit: * 10% chance to reduce all saves and defense by 16 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
iron longsword (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Sharp, long, and deadly. |
Blood-Letter (33-46.2 power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Daguhek (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: ----- def ----- Die.at -40.00 life Disarm- +10% Confus- +10% Stun/Frz- +10% One-handed war axes. |
Growthwell the iron waraxe (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% nature Res.pen +10% fire ---------- misc Infravis +1 See.Invis +3 One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.67 to 62.00 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Blindhue the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness +15% fire ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
Chillveil1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Dmg.mod +9% blight Apr +3 Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Fatigue -5% ---------- misc Max.enc +21 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +30.00 A belt that goes around your waist. |
Flashcast (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Crit.dmg- 10.00% Max.HP +60.00 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 5 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +12% temporal +10% darkness +12% cold Def/telep +11 Res/telep +12% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Glintlady' (4 def, 2 armour)2.0 T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +8 Cun dps ---------- Spell.crit +9% Spell.pwr +7 (+3 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +16% blight +18% light +21% darkness Res.pen +15% mind +5% light ----- def ----- Armour +2 Defense +4 (+2 eff.) Resists +16% blight +3% light +15% all Phys.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bydas the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag +1 Wil ----- def ----- Armour +1 Resists +9% fire +6% light +6% temporal ---------- misc Stam/turn +0.40 Max.stam +13.00 Infravis +1 A pair of boots made of leather. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
polar iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Melee+ 5 mind Dmg.mod +4% mind +4% arcane ----- def ----- Armour +1 Resists +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lustreonslaught (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Crit.mult +15.00% Res.pen +15% light Melee Ret 2 light ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
Muran (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex +2 Wil dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +9% physical ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +3% physical Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 290.7 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poroldana the iron helm (0 def, 9 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Wil +2 Cun dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +9 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +11% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
impenetrable iron mail armour of fire resistance (2 def, 9 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
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 140% Str 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 (+4 eff.) Fatigue +12% Resists +0% acid +0% physical +0% blight +15% cold +10% fire Dmg.red +0 acid +0 physical +0 blight ---------- 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. |
reinforced steel shield of mind resistance (+11%) (0 def, 6 armour, 13.5-16.2 power, 81.5 block)7.0 T2 shield armor [Ego] Master/Psionic When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +82 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +11% mind ---------- misc Talents +1 Block Handheld deflection devices. |
7 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. |
65 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
9 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 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 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 18, body)0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Stun/Frz- +52% Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 19, body)0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Stun/Frz- +53% Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 27, mainhand)0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 23, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 24, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 8, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 9, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: 20% chance to trigger a Blood Grasp cast of level 1 The seed of a demon. |
demon seed [dĂșathedlen] (level 14, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 17, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 18, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 18, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (15% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 18, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 11, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (43% life). The seed of a demon. |
demon seed [fire imp] (level 15, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 21, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 28, body)0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 7, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (82% life). The seed of a demon. |
demon seed [quasit] (level 11, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 13, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 13, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (15% life). The seed of a demon. |
demon seed [quasit] (level 14, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Rush Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 18, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +19% physical Dmg.red +9 physical Demon status: alive (15% life). The seed of a demon. |
demon seed [quasit] (level 19, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Rush Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 20, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +20% physical Dmg.red +10 physical Demon status: alive (15% life). The seed of a demon. |
demon seed [quasit] (level 23, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 24, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Rush Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 17, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +2 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 23, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: 25% chance to trigger a Silence cast of level 3 The seed of a demon. |
demon seed [uruivellas] (level 19, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 21, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 24, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 10, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +1 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 20, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 24, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 9, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (15% life). The seed of a demon. |
demon seed [wretch titan] (level 21, offhand)0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 25, offhand)0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 27, mainhand)0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 13, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 17, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +19% acid Dmg.red +9 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 22, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 28, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +24% acid Dmg.red +14 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 7, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
iron pickaxe 'Quenchripper' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +6% lightning +18% cold +12% acid Melee Ret 2 lightning 4 cold ----- def ----- Resists +3% acid ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Dairyyon the Glintvagrant1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Res.pen +10% light +25% acid Melee Ret 2 mind ----- def ----- Resists +6% acid +3% light Mind.save +16 (+8 eff.) ---------- misc Light +4 See.Stealth +10 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eariyador1.0 T3 lite [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Acc +15 (+5 eff.) Apr +3 ---------- misc Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Ebonyobsidian1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +10% darkness +15% fire ----- def ----- Resists +6% darkness ---------- misc Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Singewild2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% darkness +5% light ----- def ----- Resists +6% fire ---------- 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. |
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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 129.19 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
2 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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 208/400 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. |
piercing ash totem of healing [power 200] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
4 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. |
9 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. |
4 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. |
9 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. |
demon seed [quasit] (level 12, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: dead (does not provide benefits). The seed of a demon. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Great Witch Grembor the Yeek Demonologist level 22
28th Haze 122nd year of Ascendancy at 23:48 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Great Witch Grembor the Yeek Demonologist level 20
4th Haze 122nd year of Ascendancy at 13:34 see stats
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By Great Witch Grembor the Yeek Demonologist level 5
77th Pyre 122nd year of Ascendancy at 22:10 see stats
Level 10 (Roguelike)
Got a character to level 10.By Great Witch Grembor the Yeek Demonologist level 10
7th Mirth 122nd year of Ascendancy at 14:26 see stats
Level 20 (Roguelike)
Got a character to level 20.By Great Witch Grembor the Yeek Demonologist level 20
46th Dusk 122nd year of Ascendancy at 06:14 see stats
Once bitten, twice shy (Roguelike)
Escaped the Anteroom of Agony.By Great Witch Grembor the Yeek Demonologist level 20
46th Dusk 122nd year of Ascendancy at 09:38 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Great Witch Grembor the Yeek Demonologist level 20
56th Dusk 122nd year of Ascendancy at 22:52 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Great Witch Grembor the Yeek Demonologist level 11
2nd Summertide 122nd year of Ascendancy at 14:48 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Great Witch Grembor the Yeek Demonologist level 11
1st Flare 122nd year of Ascendancy at 04:03 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Great Witch Grembor the Yeek Demonologist level 21
11st Haze 122nd year of Ascendancy at 15:32 see stats
Unstoppable (Roguelike)
Returned from the dead.By Great Witch Grembor the Yeek Demonologist level 25
64th Haze 122nd year of Ascendancy at 12:43 see stats
Log
Talent Demon Blade is ready to use.
Mindworm slows down.
Venom drake breathes acid!
Venom drake hatchling is disarmed!
Venom drake hatchling shrugs off the effect 'Disarmed'!
Venom wyrm is disarmed!
Venom drake shrugs off the effect 'Disarmed'!
Great Witch Grembor is disarmed!
Mindworm converts some damage to Psi!
Mindworm receives 5 healing (10 psi heal).
Venom drake hits Venom drake for 0 acid damage.
Venom drake hits Venom drake hatchling for 0 acid damage.
Venom drake hits Something for 0 acid damage.
Venom drake hits Venom wyrm for 0 acid damage.
Venom drake hits Great Witch Grembor for 225 acid damage.
Venom drake hits Venom drake hatchling for 0 acid damage.
Poison from Poisoned deep water hits Mindworm for (25 resonance), 10 to psi, 9 nature (18 total damage).
Great Witch Grembor uses Infusion: Regeneration.
Great Witch Grembor starts regenerating health quickly.
Venom drake breathes acid!
Mindworm converts some damage to Psi!
Mindworm receives 5 healing (10 psi heal).
Venom drake hits Great Witch Grembor for 227 acid damage.
Poison from Poisoned deep water hits Mindworm for (25 resonance), 10 to psi, 9 nature (18 total damage).
Great Witch Grembor the level 25 yeek demonologist was corroded to death by a venom drake on level 2 of Noxious Caldera.
Great Witch Grembor stops regenerating health quickly.
Great Witch Grembor rearms.
Great Witch Grembor's regains its senses.

























































































































