











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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 Adventure |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 24 / 82% |
Size | big |
Lifes / Deaths | Killed by Emorarin the sick cave bear at level 17 on the 58th Haze 122nd year of Ascendancy at 17:27 0 / 7Killed by worm that walks (servant of Risthrasp) at level 20 on the 10th Decay 122nd year of Ascendancy at 22:56 Killed by gigantic sandworm tunneler at level 20 on the 2nd Wintertide 123rd year of Ascendancy at 17:34 Killed by Aryssra the orc necromancer at level 23 on the 24th Regrowth 123rd year of Ascendancy at 20:40 Killed by Lisoldara the giant spider at level 23 on the 25th Regrowth 123rd year of Ascendancy at 13:05 Killed by Silinor the venom drake at level 24 on the 32nd Regrowth 123rd year of Ascendancy at 22:36 Killed by Islurira the bloated horror at level 24 on the 33rd Regrowth 123rd year of Ascendancy at 10:30 |
Primary Stats
Strength | 76 (base 48) |
Dexterity | 12 (base 10) |
Constitution | 28 (base 23) |
Magic | 67 (base 43) |
Willpower | 19 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | -141/916 |
Insanity | 73/100 |
Healing Factor | 1.1456298990388 |
Regeneration | 0.28640747475971 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 28.034954192742 |
See Invisible | 28.034954192742 |
Offense: Mainhand
Damage | 129 |
Accuracy | 45 |
Crit Chance | 7% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +4% |
Acid | +6% |
Cold | +21% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Defense: Base
Armour (hardiness) | 41.36174050493 (81.898876157654%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 24 |
Physical Save | 36 |
Spell Save | 35 |
Mental Save | 27 |
Defense: Resistances
Acid | + 9%( 70%) |
Temporal | + 17%( 70%) |
Nature | + 15%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 25%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 20% |
Knockback Resistance | 60% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 412 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 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: Acid WaveUse 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 unleash a cone dealing 263.54 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 498 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | 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 failed to protect the worried loremaster from death by Aeriwen the dire wolf. Escort: worried loremaster (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed xorn fragment. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Cun +4, Wil +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) Ignore Armor +3 defense ------ Mind save +6 (+3 eff.) Life +40.00 Disarm Resist +20% other ------- Stamina/turn +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +6% cold defense ------ Armor +6 Fatigue +4% Crit Resistance 10.00% Life +100.00 Poison Resist +20% Knockbk Resist +20% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +1.0% Critical power +5.00% Physical Power +20 (+5 eff.) Ignore Armor +2 defense ------ Physical save +6 (+3 eff.) Unlife -20.00 life Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats Str +5, Con +5 offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Psionic Weapon Damage 149% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: 20% Curse of Death level 3 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats Str +4, Wil +1, Cun +3 defense ------ Resistance +5% arcane Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego++] Arcane/Master While equipped: Stats Str +3, Dex +3, Mag +3, Wil +4 Cun +3 offense ------ Spellpower +4 (+2 eff.) On-Hit 6 arcane Damage +4% arcane defense ------ Armor +1 Fatigue +1% Resistance +4% arcane Physical save +5 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Rare] Psionic While equipped: Stats Str +8, Mag +6, Cun +3 defense ------ Armor +15 Defense +7 (+3 eff.) Fatigue +22% Resistance +9% temporal Mind save +13 (+6 eff.) other ------- Infravision +2 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +1, Wil +2, Cun +1 defense ------ Defense +6 (+3 eff.) Resistance +3% temporal Physical save +6 (+3 eff.) Life +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats Mag +3 offense ------ Mind Crit +2% Damage +6% acid Ignore resists +15% acid defense ------ Resistance +3% acid other ------- Hate-on-crit +3.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 238 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 11 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 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 11 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 137 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats Str +4, Dex +7, Cun +6 offense ------ Damage +12% darkness defense ------ Resistance +6% darkness Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.10 Demented/Friend of the worm Amulets make your neck look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 150% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +9 nature +20 item temporal energize On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Ignore resists +5% mind Accuracy +12 (+4 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Defense +12 (+6 eff.) Disarm Resist +35% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +5, Dex +5, Mag +5, Wil +7 Cun +5, Con +6 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 155% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +32% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 light, +10 item expose Damage Against +16% Undead On-Hit, radius 1 +8 mind On Hit: 20% Curse of Death level 3 On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: offense ------ Ignore resists +10% physical Accuracy +12 (+4 eff.) Ignore Armor +11 On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 128% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Cun +4 offense ------ Critical power +15.00% Mindpower +25 (+13 eff.) Accuracy +7 (+2 eff.) defense ------ Defense +6 (+3 eff.) Mind save +15 (+7 eff.) Disarm Resist +28% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 cold On Hit: 20% Curse of Impotence level 3 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane/Master Weapon Damage 141% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +5 cold Blunt and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +10 item acid corrode On Hit: * 10% chance to reduce armor by 34% While equipped: offense ------ Mind Crit +3% Mindpower +11 (+6 eff.) Damage +6% acid defense ------ Resistance +18% darkness, +3% fire +5% arcane, +3% nature other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 176% Range: 1.0x-1.2x Uses 140% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+4 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.4 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +15.00% Spellpower +13 (+5 eff.) On-Hit 19 fire Damage +20% lightning other ------- See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +9 (+3 eff.) Damage +20% arcane other ------- Mana/turn +0.18 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% acid defense ------ Defense +7 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 73.98 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. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 nature +20 item acid corrode On-Hit, radius 1 +4 acid, +4 fire On Hit: * 20% chance to reduce armor by 34% While equipped: other ------- Infravision +1 See Invisibility +9 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 cold On-Hit, radius 1 +8 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Mag +1, Con +1 offense ------ Physical Crit +6.0% other ------- Infravision +3 One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Spell Crit +1% Damage +3% lightning, +12% arcane Ignore resists +15% fire defense ------ Resistance +3% lightning, +3% fire Life +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mind Crit +5% Critical power +20.00% Mindpower +5 (+3 eff.) When Hit 6 mind, 4 cold defense ------ Physical save +6 (+3 eff.) other ------- EQ when Hit +0.12 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats Dex +3, Cun +4, Lck +7 defense ------ Stealth +7 other ------- Disarm Traps +14 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats Mag +2, Wil +2 offense ------ Damage +9% temporal Ignore resists +5% temporal defense ------ Defense +1 (+0 eff.) Crit Resistance 5.00% Mind save +3 (+1 eff.) Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: defense ------ Defense +10 (+5 eff.) Physical save +8 (+4 eff.) Spell save +6 (+3 eff.) Mind save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: Stats Mag +2, Wil +2 defense ------ Defense +7 (+3 eff.) Physical save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Cun +2, Dex +2 defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats Mag +5, Wil +5 offense ------ Ignore resists +5% nature, +10% fire defense ------ Resistance +15% blight, +3% fire +6% nature, +9% all Life +88.00 Life Regen +3.70 Healmod +26% other ------- Mana/turn +0.16 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Master While equipped: offense ------ Damage +10% lightning, +12% fire On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Armor +5 Defense +2 (+1 eff.) Resistance +15% lightning, +18% fire +9% all Physical save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats Str +5, Mag +3, Wil +3 offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Damage +10% arcane, +25% temporal defense ------ Resistance +9% all other ------- Max mana +28.00 Max hate +10.00 Infravision +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +5% acid, +7% physical +8% fire, +13% cold defense ------ Resistance +13% acid, +10% physical +12% fire, +13% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight, +11% all Life +42.00 Life Regen +1.50 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Master While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +11% all Physical save +18 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Nature/Master While equipped: Stats Con +5 offense ------ Damage +9% nature defense ------ Armor +3 Defense +4 (+2 eff.) Resistance +13% all Physical save +19 (+8 eff.) Poison Resist +41% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Mag +1 offense ------ Spellpower +19 (+7 eff.) Damage +9% darkness Ignore resists +5% darkness defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Dex +4, Wil +3 offense ------ Mind Crit +1% Physical Power +8 (+2 eff.) Spellpower +4 (+2 eff.) Mindpower +7 (+4 eff.) Damage +6% arcane When Hit 4 arcane defense ------ Armor +9 Defense +5 (+2 eff.) Resistance +5% acid, +10% fire +7% lightning, +7% cold other ------- EQ when Hit +0.04 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Nature/Master While equipped: offense ------ Move Speed +10% defense ------ Armor +3 Fatigue -2% Resistance +10% blight Life +30.00 other ------- Stamina/turn +0.50 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats Cun +2, Dex +2 offense ------ Physical Crit +2.0% Physical Power +4 (+1 eff.) Ignore resists +10% physical, +15% light +5% temporal When Hit 6 temporal defense ------ Armor +3 Defense +4 (+2 eff.) Resistance +3% light other ------- Light +2 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 68% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Str +2, Wil +2, Cun +9 offense ------ Ignore resists +10% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue -6% Physical save +10 (+5 eff.) other ------- Encumbrance +36 A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats Mag +2 offense ------ Damage +4% arcane Accuracy +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Physical save +5 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Con +5 offense ------ Damage +6% lightning, +9% light +3% darkness Ignore resists +10% darkness defense ------ Armor +4 Fatigue +4% Resistance +12% light other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +2, Con +2 offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% lightning, +6% light Cut Resist +10% Confus Resist +10% Knockbk Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats Mag +2 offense ------ Damage +10% temporal defense ------ Defense +1 (+0 eff.) Resistance +10% temporal Spell save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Wil +2 defense ------ Armor +3 Fatigue +3% Resistance +10% blight Mind save +7 (+3 eff.) A cap made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +15 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% acid, +5% cold other ------- Breathe water A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% lightning A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +18% acid, +11% light +12% darkness A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats Str +6, Dex +8, Mag +5, Wil +5 Cun +3 offense ------ Move Speed +20% defense ------ Armor +6 Defense +14 (+7 eff.) Fatigue +8% Life +34.00 A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats Wil +4 offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +11 Defense +10 (+5 eff.) Fatigue +22% Resistance +18% lightning Mind save +12 (+6 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 Psi when Hit +0.04 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T1 massive armor [Ego+] Arcane While equipped: offense ------ On-Hit 9 acid, 9 fire When Hit 9 acid, 8 fire defense ------ Armor +7 Fatigue +22% Resistance +11% acid, +11% fire A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor [Ego+] Nature While equipped: defense ------ Armor +11 Fatigue +22% Resistance +8% acid, +6% cold other ------- Breathe water A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold, +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 Encumbrance T2 shield armor [Ego+] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Wil +3 defense ------ Armor +4 Fatigue +8% Resistance +13% blight, +11% physical +11% nature Windwall +28 Slow Projectiles +15% other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego++] Arcane/Psionic Weapon Damage 144% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 22 On-ranged-hit +20 darkness Damage Against +15% Living On Hit: 20% Curse of Vulnerability level 3 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats Str +1, Con +2 offense ------ Critical power +5.00% Damage +6% nature, +3% physical defense ------ Resistance +11% nature Physical save +3 (+2 eff.) other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +3 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats Wil +4, Mag +2 offense ------ Damage +6% arcane When Hit 11 fire defense ------ Resistance +5% fire Mind save +3 (+1 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 398 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 27 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Risthrasp the Ogre Writhing One level 11
1st Time of Equilibrium 122nd year of Ascendancy at 09:15 see stats
By Risthrasp the Ogre Writhing One level 23
25th Regrowth 123rd year of Ascendancy at 13:01 see stats
By Risthrasp the Ogre Writhing One level 10
69th Dusk 122nd year of Ascendancy at 12:50 see stats
By Risthrasp the Ogre Writhing One level 20
10th Decay 122nd year of Ascendancy at 10:27 see stats
By Risthrasp the Ogre Writhing One level 14
49th Haze 122nd year of Ascendancy at 02:31 see stats
By Risthrasp the Ogre Writhing One level 11
73rd Dusk 122nd year of Ascendancy at 03:40 see stats
By Risthrasp the Ogre Writhing One level 5
78th Pyre 122nd year of Ascendancy at 22:23 see stats
By Risthrasp the Ogre Writhing One level 16
56th Haze 122nd year of Ascendancy at 00:36 see stats
Log
Risthrasp casts Carrion Feet.
Disjointed Mind is still on cooldown for 11 turns.
Risthrasp casts Rune: Acid Wave.
Risthrasp hits Something for 194 acid damage.
Risthrasp hits Something for 156 acid damage.
Risthrasp casts Writ Large.
Risthrasp casts Ogric Wrath.
Risthrasp enters an ogric frenzy.
Risthrasp casts Lash Out.
Risthrasp misses Something.
Risthrasp hits Something for 97 physical, 2 arcane (99 total damage).
Something hits Risthrasp for 40 fire damage.
Something hits Risthrasp for 52 mind damage.
Something burns Risthrasp!
Something hits Risthrasp for 74 fire damage.
Risthrasp casts Carrion Feet.
Risthrasp resists the punch!
Something hits Risthrasp for 58 physical damage.
Something burns Risthrasp!
Something hits Risthrasp for 74 fire damage.
Risthrasp recovers sight.
Lava floor burns Risthrasp!
Something hits Risthrasp for 74 fire damage.
Lava floor burns Risthrasp!
Something hits Risthrasp for 74 fire damage.
Risthrasp the level 24 ogre writhing one was fried to death by Islurira the bloated horror on level 1 of Fearscape.
You are brought back from the Fearscape!