











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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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:
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 | Reaver |
Level / Exp | 20 / 10% |
Size | big |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 49 (base 35) |
Dexterity | 21 (base 11) |
Constitution | 35 (base 17) |
Magic | 45 (base 43) |
Willpower | 23 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | 833/833 |
Vim | 86/86 |
Healing Factor | 1.4816660017318 |
Regeneration | 10.593911912382 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +75% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 122 |
Accuracy | 50 |
Crit Chance | 27% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 50 |
Crit Chance | 28% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Blight | +4% |
Nature | +6% |
Cold | +24% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Blight | +5% |
Physical | +8% |
Cold | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 39.08934837382 (81.151787968034%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 27 |
Physical Save | 24 |
Spell Save | 31 |
Mental Save | 47 |
Defense: Resistances
Blight | + 22%( 70%) |
Arcane | + 16%( 70%) |
Mind | + 24%( 70%) |
All | + 7%( 70%) |
Darkness | + 20%( 70%) |
Light | + 18%( 70%) |
Temporal | + 13%( 70%) |
Cold | + 26%( 70%) |
Fire | + 13%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 21% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 12% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 358 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 148.87 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Ruin |
talent | Chant of Fortitude |
talent | Bone Shield |
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 |
Escort the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest) | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you improved talent Craftsman's Eye (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. | 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 |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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 T1 lite [Rare] Nature While equipped: Stats +8 Con ----- def ----- Max.HP +41.00 ---------- misc Light +3 Infravis +1 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 | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +1 Dex +3 Con dps ---------- Phys.pwr +19 (+4 eff.) Melee Ret 4 physical ----- def ----- Armour +3 Fatigue +3% Resists +12% mind Max.HP +40.00 A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +5 (+2 eff.) Melee+ 7 blight Dmg.mod +4% blight +9% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Mind.save +12 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Psi/ret +0.16 Mana/s.crit +2.00 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. |
Tool | ![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% lightning Melee Ret 4 arcane On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Mind.save +5 (+1 eff.) Confus- +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +4 Wil +3 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +5% blight ----- def ----- Defense +5 (+5 eff.) Fatigue -4% Resists +3% nature Die.at -40.00 life HP.reg +2.00 Heal.mod +5% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Nature/Master Power 171% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +13 lightning +35 cold While equipped: dps ---------- Phys.crit +11.0% Crit.mult +30.00% Mov.spd +45% Res.pen +20% lightning +17% cold Apr +13 ----- def ----- Armour +6 Resists +3% light +6% fire HP.reg +2.00 Heal.mod +10% Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +9% light +5% arcane Max.HP +60.00 HP.reg +2.90 Heal.mod +14% A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Arcane/Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Death 4 While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +12% Sharp, long, and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Dex dps ---------- Phys.crit +5.0% Phys.pwr +20 (+5 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +2 (+2 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +13 Fatigue +22% Resists +6% temporal +14% darkness +10% blight +5% arcane +6% mind Mind.save +29 (+9 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Rare] Master Power 106% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +20 lightning While equipped: dps ---------- Dmg.mod +24% lightning +6% fire Acc +10 (+3 eff.) ----- def ----- Defense +9 (+7 eff.) Resists +6% lightning Disarm- +35% Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon Reqs Wil 20 Str 40 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Wil dps ---------- Res.pen +12% all Acc +11 (+4 eff.) Apr +11 ----- def ----- Armour +8 Heal.mod +10% Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Longbows are used to shoot arrows at your foes. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.pwr +3 (+0 eff.) Against +17% Summoned ----- def ----- D.Red.from +16% Summoned Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Spell.crit +1% Spell.pwr +10 (+4 eff.) Dmg.mod +15% lightning +6% blight ----- def ----- Defense +11 (+8 eff.) Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +6% blight +3% fire Res.pen +20% fire Melee Ret 2 blight ----- def ----- Armour +7 Defense +2 (+2 eff.) Fatigue +12% Resists +9% acid +7% cold +6% arcane +6% mind Spell.save +10 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T2 light armor Reqs Str 14 [Rare] Disrupt While equipped: dps ---------- Dmg.mod +18% nature Res.pen +5% darkness Melee Ret 8 darkness ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +14% blight +12% nature +6% darkness ---------- misc Equi/ret +0.20 Hate/m.crit +2.00 A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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 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 T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex +4 Wil +2 Cun dps ---------- Mind.crit +2% ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.08 Max.psi +20.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nafenrosah the Ogre Reaver level 11
13rd Dusk 122nd year of Ascendancy at 09:28 see stats
By Nafenrosah the Ogre Reaver level 10
3rd Flare 122nd year of Ascendancy at 06:58 see stats
By Nafenrosah the Ogre Reaver level 20
45th Dusk 122nd year of Ascendancy at 10:44 see stats
By Nafenrosah the Ogre Reaver level 16
32nd Dusk 122nd year of Ascendancy at 23:25 see stats
By Nafenrosah the Ogre Reaver level 5
1st Mirth 122nd year of Ascendancy at 12:20 see stats
By Nafenrosah the Ogre Reaver level 19
45th Dusk 122nd year of Ascendancy at 07:50 see stats
By Nafenrosah the Ogre Reaver level 8
1st Summertide 122nd year of Ascendancy at 09:48 see stats
By Nafenrosah the Ogre Reaver level 14
26th Dusk 122nd year of Ascendancy at 04:10 see stats
Log
Talent Bone Spear is ready to use.
Shadow casts Fade.
Shadow fades!
Shadow casts Phase Door.
Burning from Duvadudil, the lone alchemist hits Shadow for 0 fire damage.
Burning from Duvadudil, the lone alchemist hits Shadow for 12 fire damage.
Shadow casts Fade.
Shadow fades!
Burning from Duvadudil, the lone alchemist hits Shadow for 0 fire damage.
Talent Rune: Shatter Afflictions is ready to use.
Burning from Duvadudil, the lone alchemist hits Shadow for 0 fire damage.
Talent Rune: Shielding is ready to use.
Shadow casts Phase Door.
Nafenrosah activates his overpowered ash totem of healing!
Nafenrosah receives 394 healing.
Duvadudil, the lone alchemist receives 271 healing from Nafenrosah.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Talent Ogric Wrath is ready to use.