Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Demonologist |
Level / Exp | 11 / 5% |
Size | medium |
Lifes / Deaths | Killed by Beliwen the white worm mass at level 11 on the 26th Dusk 122nd year of Ascendancy at 23:15 / 1 |
Primary Stats
Strength | 42 (base 16) |
Dexterity | 34 (base 10) |
Constitution | 28 (base 22) |
Magic | 45 (base 34) |
Willpower | 14 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -4/505 |
Stamina | 64/140 |
Vim | 139/167 |
Healing Factor | 1.1456298990388 |
Regeneration | 0.28640747475971 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
Offense: Mainhand
Damage | 54 |
Accuracy | 33 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 34 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Lightning | +10% |
Light | +3% |
Darkness | +6% |
Blight | +3% |
Arcane | +13% |
Fire | +21% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 25.413408721348 (65.897138898113%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 27 |
Physical Save | 22 |
Spell Save | 20 |
Mental Save | 19 |
Defense: Resistances
Lightning | + 20%( 70%) |
Light | + 9%( 70%) |
Cold | + 45%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 13%( 70%) |
Fire | + 26%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 69 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 5 up to 2 times. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
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 |
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 successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed skeleton mage skull. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | 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 within7 lumberjacks have died. | 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 | Hellsblow the pair of iron boots (0 def, 5 armour) Hellsblow the pair of iron boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Damage when hit (Melee): 2 arcane Changes resistances: +6% fire Changes damage: +12% fire / +3% arcane / +3% nature Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Demonstrider the iron helm (0 def, 3 armour) Demonstrider 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: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 darkness Changes stats: +4 Mag / +2 Wil / +3 Con Reduces incoming crit damage: 5.00% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | blighted rough leather gloves of strength (+3) (0 def, 1 armour) blighted rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +3% blight When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 1). Damage (radius 2) on crit: +5 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | extending iron torque of mindblast [power 105] (15 cooldown) extending iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | marksman's steel ring of aether (+10%) marksman's steel ring of aether (+10%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +10% arcane Changes damage: +10% arcane Vim when hit: +3.00 Rings make your fingers look great! |
On fingers | Arama the Lustreshear Arama the LustreshearInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes damage: +6% darkness / +6% fire Mental save: +4 (+2 eff.) Light radius: +1 Rings make your fingers look great! |
Around neck | insulating steel amulet of magic (+2) insulating steel amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% fire / +11% cold Amulets make your neck look great! |
In main hand | elemental steel longsword of projection (17-24 power, 3 apr) elemental steel longsword of projection (17-24 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 59 lightning damage (1/turn) * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes resistances penetration: +5% lightning Changes damage: +10% lightning Talent granted: +2 Corrosive Slashes Sharp, long, and deadly. |
Around waist | Charnight CharnightPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances: +6% fire Changes damage: +3% fire Mental save: +6 (+3 eff.) Maximum hate: +2.00 Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | crackling steel shield of cold resistance (+11%) (0 def, 4 armour, 14-16 power, 43.5 block) crackling steel shield of cold resistance (+11%) (0 def, 4 armour, 14-16 power, 43.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 Damage (Melee): +11 lightning When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 5 lightning Changes stats: +1 Dex Changes resistances: +11% lightning / +15% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | Morningslice the linen cloak (1 def, 0 armour) Morningslice the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +9% blight / +6% lightning Changes resistances penetration: +5% light / +5% lightning Changes damage: +3% light Maximum life: +32.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Unrirek (2 def, 6 armour) Unrirek (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Changes resistances: +6% blight / +17% cold / +6% light Silence immunity: +20% Maximum life: +71.00 A suit of armour made of mail. |
Inventory
Spectral Blade (26-42 power, 25 apr) Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +2 Mag / +1 Wil Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots 'Umbrastinger' (0 def, 1 armour) =5 cun= pair of rough leather boots 'Umbrastinger' (0 def, 1 armour) =5 cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Damage when hit (Melee): 6 blight Changes stats: +5 Cun Changes resistances penetration: +5% darkness Reduces incoming crit damage: 5.00% See invisible: +6 A pair of boots made of leather. |
Brightsquall the iron gauntlets (0 def, 1 armour) Brightsquall the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 fire Changes stats: +3 Wil Changes resistances penetration: +5% fire Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +11.00 Infravision radius: +1 When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+4 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron helm 'Raintrial' (0 def, 3 armour) iron helm 'Raintrial' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +3 Dex Changes damage: +6% nature Critical mult.: +20.00% Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Falihir the Pitchminister (dig speed 30 turns) Falihir the Pitchminister (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Wil Changes resistances penetration: +5% darkness Maximum psi: +20.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification ChestPowered 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+3 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 31 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
ash totem of stinging 'Ivemikira' [power 170] (15 cooldown) ash totem of stinging 'Ivemikira' [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 19 Changes resistances penetration: +5% blight Changes damage: +9% blight It can be used to sting an enemy dealing 175 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
demon seed [fire imp] (8, mainhand) demon seed [fire imp] (8, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (13, mainhand) demon seed [quasit] (13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (11, mainhand) demon seed [water imp] (11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
Achievements
By Hadur the Skeleton Demonologist level 9
3rd Summertide 122nd year of Ascendancy at 13:37 see stats
By Hadur the Skeleton Demonologist level 10
6th Flare 122nd year of Ascendancy at 00:05 see stats
By Hadur the Skeleton Demonologist level 9
8th Mirth 122nd year of Ascendancy at 13:09 see stats
By Hadur the Skeleton Demonologist level 10
7th Flare 122nd year of Ascendancy at 23:33 see stats
Log
Beliwen the white worm mass is not dazed anymore.
Hadur is stunned!
Beliwen the white worm mass performs a melee critical strike against Hadur!
Beliwen the white worm mass hits Hadur for (10 absorbed), 0 physical, (2 absorbed), 0 darkness, (64 absorbed), 0 physical (0 total damage).
Melee retaliation hits Beliwen the white worm mass for 5 lightning, 2 darkness, 3 mind, 2 arcane, 2 lightning, 1 darkness, 1 mind, 1 arcane (18 total damage).
Talent Block is ready to use.
Hadur uses Block.
Beliwen the white worm mass uses Heartseeker.
Beliwen the white worm mass performs a melee critical strike against Hadur!
Beliwen the white worm mass hits Hadur for (38 blocked), 0 physical, (44 blocked), (63 absorbed), 0 physical, (4 blocked), 0 darkness (0 total damage).
Melee retaliation hits Beliwen the white worm mass for 2 lightning, 1 darkness, 1 mind, 1 arcane, 2 lightning, 1 darkness, 1 mind, 1 arcane (9 total damage).
Talent Demon Seed is ready to use.
Talent Dig is ready to use.
Talent Twisted Portal is ready to use.
Hadur casts Demon Seed.
Hadur performs a melee critical strike against Beliwen the white worm mass!
Beliwen the white worm mass is recovering from the damage!
Beliwen the white worm mass is infected by a demon seed!
Hadur hits Beliwen the white worm mass for 110 acid, 3 blight, 40 lightning, (20 parried), 12 acid, 9 lightning, 4 blight (178 total damage).
Beliwen the white worm mass uses Flurry.
Beliwen the white worm mass performs a melee critical strike against Hadur!
Beliwen the white worm mass performs a melee critical strike against Hadur!
Your shield crumbles under the damage!
The shield around Hadur crumbles.
Hadur is not stunned anymore.
Beliwen the white worm mass hits Hadur for (24 absorbed), 0 physical, (45 absorbed), 0 physical, (4 absorbed), 0 darkness, (29 absorbed), 0 physical, (8 absorbed), (20 turned into osmosis), 43 physical, (4 turned into osmosis), 4 darkness, (20 turned into osmosis), 29 physical, (20 turned into osmosis), 24 physical (101 total damage).
Melee retaliation hits Beliwen the white worm mass for 2 lightning, 1 darkness, 1 mind, 1 arcane, 2 lightning, 1 darkness, 1 mind, 1 arcane, 2 lightning, 1 darkness, 1 mind, 1 arcane, 5 lightning, 2 darkness, 2 mind, 2 arcane, 5 lightning, 2 darkness, 2 mind, 2 arcane, 5 lightning, 2 darkness, 2 mind, 2 arcane (49 total damage).
Hadur the level 11 skeleton demonologist was chopped into tiny pieces to death by Beliwen the white worm mass on level 3 of Ruins of Kor'Pul.