










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Demonologist |
Level / Exp | 27 / 25% |
Size | medium |
Lifes / Deaths | Killed by Isumira the elven cultist at level 27 on the 66th Dusk 122nd year of Ascendancy at 15:07 / 1 |
Primary Stats
Strength | 62 (base 45) |
Dexterity | 33 (base 10) |
Constitution | 38 (base 12) |
Magic | 108 (base 58) |
Willpower | 27 (base 10) |
Cunning | 29 (base 15) |
Resources
Life | -137/959 |
Steam | 100/100 |
Stamina | 193/240 |
Vim | 70/231 |
Healing Factor | 1.2102122670883 |
Regeneration | 9.2793594094183 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 26.003878189685 |
See Invisible | 26.003878189685 |
Offense: Mainhand
Damage | 69 |
Accuracy | 54 |
Crit Chance | 12% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 64 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +22% |
Arcane | +12% |
Cold | +12% |
All | 0% |
Darkness | +8% |
Temporal | +8% |
Physical | +12% |
Mind | +15% |
Offense: Damage Penetration
Physical | +9% |
Darkness | +10% |
Temporal | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 31 |
Ranged Defense | 38 |
Fatigue | 15 |
Physical Save | 35 |
Spell Save | 33 |
Mental Save | 26 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 21%( 70%) |
All | + 16%( 70%) |
Darkness | + 31%( 70%) |
Light | + 26%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 36%( 70%) |
Fire | + 68%( 70%) |
Lightning | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 66% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 26% |
Silence Resistance | 55% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 90% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 640 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom covenant | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Demonic pact | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 44. | 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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() pair of rough leather boots 'Eliralelle' (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +1(-) Dex Reduces incoming crit damage: 5.00% (-) Physical save: +9 (+5 eff.) (-) Mental save: +6 (+3 eff.) (-) Silence immunity: +25% (-) Confusion immunity: +22% (-) Pinning immunity: +15% (-) Stun/Freeze immunity: +20% (-) Knockback immunity: +15% (-) Teleport immunity: +100% (-) Mental crit. chance: +3% (-) Light radius: +3 (-) A pair of boots made of leather. |
Quiver | ![]() Blazewinnow (49/49, 138% power, 7 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +1.5% (-) Capacity: 49 (-) On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 30 Damage (Ranged): +8(-) blight / +8(-) darkness Damage (radius 1) on hit: +20(-) lightning Damage against: +8% (-)Living When wielded/worn: Ammo reloads per turn: +3 (-) Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Fogedge Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) (-) Damage when hit (Melee): 4(-) darkness Changes damage: +3%(-) physical Only die when reaching: -20.00 life (-) Maximum life: +41.00 (-) Maximum stamina: +20.00 (-) Mental crit. chance: +1% (-) Light radius: +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 | ![]() Branulasta the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) (-) Armour penetration: +1 (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +1(-) Str / +1(-) Dex / +7(-) Con Changes damage: +9%(-) physical Silence immunity: +30% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +8%(-) darkness / +8%(-) temporal Changes resistances penetration: +10%(-) darkness / +10%(-) temporal Changes damage: +8%(-) darkness / +8%(-) temporal Talents granted: +3.00(-) Iron Grip Disarm immunity: +80% (-) N.Energy each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() ash wand of shielding 'Elorida' [power 194] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to reduce all saves and defense by 19 Damage (Melee): 0(-20) item expose / 0(-20) item blight disease Changes stats: +2(-) Str / +4(-) Dex / +4(-) Mag / +4(-) Wil Changes damage: +15%(-) mind Infravision radius: +3 (-) It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() conjurer's gold ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4(-) Mag / +4(-) Wil Talents granted: +4.00(-) Bloodcasting Mental save: +8 (+4 eff.) (-) Confusion immunity: +34% (-) Stamina each turn: +3.90 (-) Vim each turn: +3.00 (-) Spellpower: +7 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Xysena the copper ring |
Around neck | ![]() Tidesever Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% (-) Changes stats: +5(-) Dex / +4(-) Cun / +4(-) Con Changes resistances: +9%(-) acid / +12%(-) light / +10%(-) darkness Changes damage: +12%(-) cold Blindness immunity: +26% (-) Life regen: +4.00 (-) Stamina each turn: +0.30 (-) Movement speed: +10% (-) Amulets make your neck look great! |
In main hand | ![]() Fularetir the stralite waraxe (137% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +6.5% (-) Attack speed: 100% (-) On weapon hit: * 17% chance to reduce all saves and defense by 19 * 20% chance to reduce armor by 40% Damage (Melee): +12(-) mind When wielded/worn: Accuracy: +18 (+6 eff.) (-) Armour penetration: +9 (-) Effects on melee hit: * 10% chance to reduce armor by 40% Damage (Melee): 0(-10) item acid corrode Changes stats: +8(-) Str / +11(-) Dex / +4(-) Mag / +11(-) Wil / +12(-) Cun / +7(-) Con Changes resistances penetration: +9%(-) physical Changes damage: +12%(-) acid Talents granted: +3.00(-) Doom Tendrils One-handed war axes. |
Around waist | ![]() Glitterwinter the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) (-) Changes resistances: +6%(-) cold Reduces incoming crit damage: 5.00% (-) Stealth bonus: +6 (-) Disease immunity: +10% (-) Stun/Freeze immunity: +20% (-) Maximum life: +20.00 (-) A belt that goes around your waist. |
In off hand | ![]() Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block) Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% (-) Block value: +220 (-) When wielded/worn: Armour: +9 (-) Defense: +16 (+8 eff.) (-) Ranged Defense: +15 (+7 eff.) (-) Fatigue: +20% (-) Damage when hit (Melee): 17(-) fire On shield block: + 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +24%(-) blight / +59%(-) fire / +24%(-) physical Reduce damage by fixed amount: +14(-) blight / +14(-) fire / +14(-) physical Damage affinity(heal): +15%(-) fire Talents granted: +1.00(-) Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | ![]() Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Changes resistances: +24%(-) lightning Stun/Freeze immunity: +40% (-) Spellpower: +5 (+1 eff.) (-) Mindpower: +5 (+2 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15(-) Mag Changes resistances: +13%(-) all Reduce damage by fixed amount: +22(-) all Changes damage: +22%(-) blight Talents granted: +3.00(-) Fiery Cleansing Spellpower: +15 (+4 eff.) (-) Spell crit. chance: +8% (-) Movement speed: +32% (-) It can be used to activate talent Carrion Feet (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 4 light, 5 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 249 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Dairedar Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+10%) Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes stats: +0(-5) Dex / +0(-4) Cun / +0(-4) Con Changes resistances: +3% blight / +0%(-9%) acid / +10%(-2%) light / +12%(+2%) darkness Changes resistances penetration: +5% mind Changes damage: +6% mind / +0%(-12%) cold Blindness immunity: +30% (+4%) Confusion immunity: +20% Life regen: +0.00 (-4.00) Stamina each turn: +0.00 (-0.30) Movement speed: +0% (-10%) Amulets make your neck look great! |
![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+10%) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-5) Dex / +0(-4) Cun / +0(-4) Con Changes resistances: +0%(-9%) acid / +0%(-12%) light / +0%(-10%) darkness Changes damage: +0%(-12%) cold Blindness immunity: +0% (-26%) Life regen: +0.00 (-4.00) Stamina each turn: +0.00 (-0.30) Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Movement speed: +0% (-10%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
![]() Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+10%) Changes stats: +0(-5) Dex / +5 Wil / +0(-4) Cun / +0(-4) Con Changes resistances: +0%(-9%) acid / +0%(-12%) light / +0%(-10%) darkness Changes damage: +0%(-12%) cold Damage affinity(heal): +15% nature Blindness immunity: +0% (-26%) Life regen: +2.00 (-2.00) Stamina each turn: +0.00 (-0.30) Mindpower: +5 (+3 eff.) Movement speed: +0% (-10%) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() grounding steel amulet of magic (+3) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+10%) Changes stats: +0(-5) Dex / +3 Mag / +0(-4) Cun / +0(-4) Con Changes resistances: +11% lightning / +0%(-10%) darkness / +0%(-12%) light / +0%(-9%) acid Changes damage: +0%(-12%) cold Blindness immunity: +0% (-26%) Stun/Freeze immunity: +20% Life regen: +0.00 (-4.00) Stamina each turn: +0.00 (-0.30) Movement speed: +0% (-10%) Amulets make your neck look great! |
![]() starlit steel amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+10%) Changes stats: +3(-2) Dex / +0(-4) Cun / +0(-4) Con Changes resistances: +0%(-9%) acid / +11%(-1%) light / +12%(+2%) darkness Changes damage: +0%(-12%) cold Blindness immunity: +23% (-3%) Life regen: +0.00 (-4.00) Stamina each turn: +0.00 (-0.30) Movement speed: +0% (-10%) Amulets make your neck look great! |
![]() Sulfurhue the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +0(-4) Mag / +0(-4) Wil Changes resistances: +5% arcane / +22% cold Changes damage: +3% nature / +11% cold Talent granted: +0(+-4) Bloodcasting Spell save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Confusion immunity: +0% (-34%) Stamina each turn: +0.00 (-3.90) Vim each turn: +0.00 (-3.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Mag / +0(-4) Wil Talent granted: +0(+-4) Bloodcasting Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Confusion immunity: +0% (-34%) Stamina each turn: +0.00 (-3.90) Vim each turn: +0.00 (-3.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() copper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Mag / +0(-4) Wil Talent granted: +0(+-4) Bloodcasting Mental save: +6 (+3 eff.) (-2 (-1 eff.)) Confusion immunity: +20% (-14%) Stamina each turn: +0.00 (-3.90) Vim each turn: +0.00 (-3.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Mag / +0(-4) Wil Talent granted: +0(+-4) Bloodcasting Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Disarm immunity: +20% Confusion immunity: +0% (-34%) Pinning immunity: +21% Knockback immunity: +20% Stamina each turn: +0.00 (-3.90) Vim each turn: +0.00 (-3.00) Maximum life: +23.00 Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +0(-4) Mag / +0(-4) Wil Talent granted: +0(+-4) Bloodcasting Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Confusion immunity: +0% (-34%) Stamina each turn: +0.00 (-3.90) Vim each turn: +0.00 (-3.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() gold ring 'Charkin' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str / +0(-4) Mag / +0(-4) Wil Changes resistances: +30% lightning / +20% cold Changes damage: +15% lightning / +10% cold / +6% light / +18% fire Talent granted: +0(+-4) Bloodcasting Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Confusion immunity: +0% (-34%) Stamina each turn: +0.00 (-3.90) Vim each turn: +0.00 (-3.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Light radius: +1 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Bethirith (120% power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% (-17%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 (-1) Crit. chance: +3.5% (-3.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 40% * 0% chance to reduce all saves and defense by 19 Damage (Melee): +0(-12) mind When wielded/worn: Accuracy: +7 (+2 eff.) (-11 (-4 eff.)) Armour penetration: +0 (-9) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Defense: +8 (+4 eff.) Damage (Melee): 0(-10) item acid corrode Damage when hit (Melee): 8 acid Changes stats: +0(-8) Str / +0(-11) Dex / +0(-4) Mag / +0(-11) Wil / +0(-12) Cun / +5(-2) Con Changes resistances penetration: +10% acid / +0%(-9%) physical Changes damage: +20% darkness / +9%(-3%) acid Talents granted: +1 Command Staff +0(+-3) Doom Tendrils Life regen: +0.80 Spellpower: +20 (+5 eff.) Spell crit. chance: +6% Light radius: +3 Healing mod.: +12% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 121.53 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. Getedelin the Smearworm (120% power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% (-17%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-1) Crit. chance: +3.5% (-3.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 40% * 0% chance to reduce all saves and defense by 19 Damage (Melee): +0(-12) mind When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-6 eff.)) Armour penetration: +0 (-9) Effects on melee hit: * 20% chance to slow global speed by 44% * 20% chance to reduce strength, dexterity, and constitution by 30 Damage (Melee): 0(-10) item acid corrode Changes stats: +0(-8) Str / +0(-11) Dex / +4(-) Mag / +3(-8) Wil / +0(-12) Cun / +0(-7) Con Changes resistances: +9% nature Changes resistances penetration: +15% acid / +0%(-9%) physical Changes damage: +20% lightning / +36%(+24%) acid Talents granted: +1 Command Staff +0(+-3) Doom Tendrils Maximum mana: +46.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Staff of Arcane Supremacy (120% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% (-17%) Range: 1.2x (-0.2x) Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-1) Crit. chance: +0.0% (-6.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 40% * 0% chance to reduce all saves and defense by 19 Damage (Melee): +0(-12) mind When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-6 eff.)) Armour penetration: +0 (-9) Damage (Melee): 0(-10) item acid corrode Changes stats: +0(-8) Str / +0(-11) Dex / +0(-4) Mag / +0(-11) Wil / +0(-12) Cun / +0(-7) Con Changes resistances penetration: +0%(-9%) physical Changes damage: +20% arcane / +0%(-12%) acid Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Talent granted: +0(+-3) Doom Tendrils Spellpower: +20 (+5 eff.) It can be used to activate talent Arcane Supremacy (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() Isimina the dwarven-steel mace (140% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 140% (+3%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-1) Crit. chance: +1.5% (-5.0%) Attack speed: 100% (-) When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon hit: * 0% chance to reduce armor by 40% * 0% chance to reduce all saves and defense by 19 Damage (Melee): +8 darkness / +0(-12) mind Damage against: +8% Living When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-6 eff.)) Armour penetration: +0 (-9) Damage (Melee): 0(-10) item acid corrode Changes stats: +0(-8) Str / +0(-11) Dex / +0(-4) Mag / +0(-11) Wil / +0(-12) Cun / +0(-7) Con Changes resistances penetration: +0%(-9%) physical Changes damage: +3% blight / +0%(-12%) acid Talent granted: +0(+-3) Doom Tendrils Critical mult.: +10.00% Maximum mana: +20.00 Spellpower: +15 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
![]() Skullcleaver (120% power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% (-17%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-1) Crit. chance: +12.0% (+5.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 40% * 0% chance to reduce all saves and defense by 19 Lifesteal (this weapon only): +10% Damage (Melee): +0(-12) mind Damage conversion: 25% blight When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-6 eff.)) Armour penetration: +0 (-9) Damage (Melee): 0(-10) item acid corrode Changes stats: +0(-8) Str / +0(-11) Dex / +0(-4) Mag / +0(-11) Wil / +0(-12) Cun / +0(-7) Con Changes resistances penetration: +0%(-9%) physical Changes damage: +8% blight / +0%(-12%) acid Talent granted: +0(+-3) Doom Tendrils 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. |
![]() Smolderdash (123% power, 4 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 123% (-14%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-1) Crit. chance: +4.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 40% * 19% chance to reduce all saves and defense by 19 Damage (Melee): +10(-2) mind / +4 fire / +9 nature Damage (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-6 eff.)) Armour penetration: +0 (-9) Damage (Melee): 0(-10) item acid corrode Damage when hit (Melee): 6 fire Changes stats: +5(-3) Str / +5(-6) Dex / +6(+2) Mag / +9(-2) Wil / +9(-3) Cun / +6(-1) Con Changes resistances: +9% fire Changes resistances penetration: +0%(-9%) physical Changes damage: +0%(-12%) acid Talent granted: +0(+-3) Doom Tendrils One-handed war axes. |
![]() Swordbreaker (129% power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% (-8%) Range: 1.3x (-0.1x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+15) Crit. chance: +15.0% (+8.5%) Attack speed: 111% (+11%) On weapon hit: * 0% chance to reduce armor by 40% * 0% chance to reduce all saves and defense by 19 On weapon crit: + Breaks enemy weapon. Damage (Melee): +0(-12) mind When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-6 eff.)) Armour penetration: +0 (-9) Armour Hardiness: +20% Defense: +15 (+7 eff.) Damage (Melee): 0(-10) item acid corrode Changes stats: +0(-8) Str / +8(-3) Dex / +0(-4) Mag / +0(-11) Wil / +8(-4) Cun / +0(-7) Con Changes resistances penetration: +0%(-9%) physical Changes damage: +0%(-12%) acid Talents granted: +1 Dagger Block +0(+-3) Doom Tendrils Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
![]() Coral Spray (8 def, 8 armour, 117% power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% (-53%) Range: 1.4x (+0.2x) Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% (-2.5%) Block value: +48 (-172) Damage (Melee): +10 cold When wielded/worn: Armour: +8 (-1) Defense: +8 (+4 eff.) (-8 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-15 (-7 eff.)) Fatigue: +12% (-8%) Damage when hit (Melee): 0(-17) fire On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +0%(-24%) physical / +0%(-24%) blight / +15% cold / +10%(-49%) fire Reduce damage by fixed amount: +0(-14) physical / +0(-14) blight / +0(-14) fire Damage affinity(heal): +0%(-15%) fire Talents granted: +1.00(-) Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Titanic (20 def, 18 armour, 159% power, 320 block) Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% (-11%) Range: 1.2x (+0.0x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% (-) Block value: +320 (+100) When wielded/worn: Armour: +18 (+9) Armour Hardiness: +20% Defense: +20 (+10 eff.) (+4 (+2 eff.)) Ranged Defense: +10 (+5 eff.) (-5 (-2 eff.)) Fatigue: +30% (+10%) Damage when hit (Melee): 0(-17) fire Changes resistances: +0%(-24%) blight / +0%(-59%) fire / +0%(-24%) physical Reduce damage by fixed amount: +0(-14) blight / +0(-14) fire / +0(-14) physical Damage affinity(heal): +0%(-15%) fire Talents granted: +1.00(-) Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun / +0(-15) Mag Changes resistances: +0%(-13%) all Reduce damage by fixed amount: +0(-22) all Changes damage: +0%(-22%) blight Talent granted: +0(+-3) Fiery Cleansing Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Spell crit. chance: +0% (-8%) Movement speed: +0% (-32%) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() Hailwreath Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-5 eff.)) Damage when hit (Melee): 6 cold Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +0%(-6%) cold Changes resistances penetration: +5% physical Critical mult.: +10.00% Reduces incoming crit damage: 0.00% (-5.00%) Trap disarming bonus: +5 Stealth bonus: +6 (-) Disease immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Only die when reaching: -20.00 life Maximum life: +0.00 (-20.00) Mindpower: +5 (+3 eff.) Infravision radius: +4 A belt that goes around your waist. |
![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: -10% Changes resistances: +0%(-6%) cold Reduces incoming crit damage: 0.00% (-5.00%) Stealth bonus: +0 (-6) Maximum encumbrance: +70 Disease immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Knockback immunity: +40% Maximum life: +40.00 (+20.00) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Siletira the rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: -5% Changes stats: +4 Con Changes resistances: +0%(-6%) cold Changes resistances penetration: +10% arcane Reduces incoming crit damage: 0.00% (-5.00%) Stealth bonus: +0 (-6) Maximum encumbrance: +23 Disease immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Mindpower: +15 (+8 eff.) A belt that goes around your waist. |
![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-5 eff.)) Changes stats: +3 Wil Changes resistances: +20% blight / +20%(+14%) cold / +20% nature Reduces incoming crit damage: 0.00% (-5.00%) Stealth bonus: +0 (-6) Disease immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() This item will automatically be transmogrified when you leave the level. grounding hardened leather hat of strength (+3) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-5 eff.)) Armour penetration: +0 (-1) Armour: +3 (-) Fatigue: +3% (-2%) Changes stats: +3(+2) Str / +0(-1) Dex / +0(-7) Con Changes resistances: +9% lightning / +10% temporal Changes damage: +0%(-9%) physical Silence immunity: +0% (-30%) A hat made of leather. Very stylish. |
![]() Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-5 eff.)) Armour penetration: +0 (-1) Armour: +12 (+9) Armour Hardiness: +5% Fatigue: +5% (-) Changes stats: +0(-1) Str / +0(-1) Dex / +3(-4) Con Changes damage: +0%(-9%) physical Physical save: +12 (+5 eff.) Silence immunity: +0% (-30%) Stun/Freeze immunity: +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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 42 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-7) Crit. chance: +0.0% (-1.5%) Capacity: 0 (-49) On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 30 Damage (Ranged): +0(-8) blight / +0(-8) darkness Damage (radius 1) on hit: +0(-20) lightning Damage against: +0% (-8% )Living When wielded/worn: Ammo reloads per turn: +0 (-3) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-5 eff.)) Damage (Melee): 15 Lite Light Burst (radius 1) Damage when hit (Melee): 0(-4) darkness Changes resistances: +30% light Changes damage: +10% light / +0%(-3%) physical Only die when reaching: +0.00 life (+20.00 life) Maximum life: +0.00 (-41.00) Maximum stamina: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Light radius: +5 (+2) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-5 eff.)) Damage when hit (Melee): 0(-4) darkness Changes damage: +0%(-3%) physical Only die when reaching: +0.00 life (+20.00 life) Maximum life: +0.00 (-41.00) Maximum stamina: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Light radius: +2 (-1) Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() alchemist's lamp 'Glareorder' Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-5 eff.)) Damage when hit (Melee): 4 arcane / 0(-4) darkness Changes resistances: +7% blight / +6% temporal / +8% darkness / +12% light Changes resistances penetration: +15% light Changes damage: +6% light / +0%(-3%) physical Only die when reaching: +0.00 life (+20.00 life) Maximum life: +0.00 (-41.00) Maximum stamina: +0.00 (-20.00) Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Mental crit. chance: +0% (-1%) Light radius: +4 (+1) Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.1 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 25 blight damage or heals 31 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage (Melee): 0(-20) item expose / 0(-20) item blight disease Damage when hit (Melee): 10 draining blight Changes stats: +0(-2) Str / +0(-4) Dex / +0(-4) Mag / +0(-4) Wil Changes damage: +5% blight / +0%(-15%) mind Infravision radius: +0 (-3) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item expose / 0(-20) item blight disease Changes stats: +0(-2) Str / +0(-4) Dex / +0(-4) Mag / +5(+1) Wil Changes damage: +0%(-15%) mind Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) Infravision radius: +0 (-3) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Damage (Melee): 0(-20) item expose / 0(-20) item blight disease Changes stats: +0(-2) Str / +0(-4) Dex / +0(-4) Mag / +0(-4) Wil / +5 Lck Changes damage: +0%(-15%) mind Trap disarming bonus: +5 Infravision radius: +0 (-3) 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() iron torque of psionic shield 'Daimineg' [power 29] (22 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +10 (+5 eff.) Damage (Melee): 0(-20) item expose / 0(-20) item blight disease Changes stats: +4(+2) Str / +0(-4) Dex / +0(-4) Mag / +0(-4) Wil Changes resistances: +6% cold / +6% fire Changes damage: +0%(-15%) mind Physical save: +9 (+4 eff.) Maximum life: +20.00 Infravision radius: +0 (-3) It can be used to setup a psionic shield, reducing all damage taken by 29 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Hazestrike the yew wand of shielding [power 254] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item expose / 0(-20) item blight disease Changes stats: +0(-2) Str / +0(-4) Dex / +3(-1) Mag / +0(-4) Wil Changes resistances penetration: +15% cold Changes damage: +0%(-15%) mind Light radius: +2 Infravision radius: +0 (-3) See invisible: +9 It can be used to create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Overpower Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Reduces incoming crit damage: 17.00% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Changes stats: +15 Str / +15 Mag Maximum life: +116.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Blighted Path Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Teleport immunity: +56% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Global speed: +15% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Blackice Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Silence immunity: +87% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: 13% chance to trigger a Blood Spray cast of level 3 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Silence Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Frost Grab Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Doomfire Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances penetration: +7% acid / +7% physical / +7% blight Changes damage: +14% acid / +14% physical / +14% blight Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Doom Storm Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances: +17% acid / +17% darkness / +17% blight Reduce damage by fixed amount: +7 acid / +7 darkness / +7 blight Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Grants telepathy: Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Blood Shield Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Changes resistances penetration: +14% blight / +14% fire / +14% darkness Changes damage: +21% blight / +21% fire / +21% darkness Demon status: alive (100% life). The seed of a demon. |
Achievements
By Rasputin the Ghoul Demonologist level 22
46th Dusk 122nd year of Ascendancy at 22:34 see stats
By Rasputin the Ghoul Demonologist level 26
61st Dusk 122nd year of Ascendancy at 22:05 see stats
By Rasputin the Ghoul Demonologist level 10
7th Flare 122nd year of Ascendancy at 18:53 see stats
By Rasputin the Ghoul Demonologist level 20
33rd Dusk 122nd year of Ascendancy at 06:09 see stats
By Rasputin the Ghoul Demonologist level 5
6th Mirth 122nd year of Ascendancy at 17:17 see stats
By Rasputin the Ghoul Demonologist level 14
10th Dusk 122nd year of Ascendancy at 13:21 see stats
By Rasputin the Ghoul Demonologist level 22
47th Dusk 122nd year of Ascendancy at 17:56 see stats
By Rasputin the Ghoul Demonologist level 14
7th Dusk 122nd year of Ascendancy at 09:13 see stats
Log
Doom Tendrils hits Isumira the elven cultist for 40 fire damage.
Rasputin receives 61 healing.
Rasputin's purging blight area effect hits Isumira the elven cultist for 24 blight damage.
Rasputin's purging blight area effect hits Ogre pounder for (10 flat reduction), 17 blight (17 total damage).
Rasputin receives 38 healing from Rasputin's purging blight area effect.
Rasputin activates Fearscape.
You are taken to the Fearscape!
Lava floor heals Isumira the elven cultist!
Isumira the elven cultist casts Drain.
Rasputin is wreathed in flames on the brink of death!
Isumira the elven cultist hits Rasputin for (36 flat reduction), (78 turned into osmosis), 0 blight (0 total damage).
Isumira the elven cultist receives 87 healing from Rasputin.
Rasputin is no longer surging arcane power.
Rasputin receives 104 healing.
Lava floor heals Rasputin!
Rasputin receives 82 healing.
Rasputin casts Flame Leash.
Rasputin's spell attains critical power!
Rasputin is surging arcane power.
Isumira the elven cultist returns to normal.
Lava floor heals Isumira the elven cultist!
Isumira the elven cultist casts Soul Rot.
Isumira the elven cultist's spell attains critical power!
Isumira the elven cultist receives 87 healing from Rasputin.
Rasputin deactivates Fearscape.
Isumira the elven cultist's Soul Rot hits Rasputin for (36 flat reduction), (40 resilience), (78 turned into osmosis), 480 blight (480 total damage).
Rasputin the level 27 ghoul demonologist was diseased to death by Isumira the elven cultist on level 1 of Fearscape.
You are brought back from the Fearscape!