











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 Roguelike |
Sex | Female |
Race | Ogre |
Class | Cursed |
Level / Exp | 20 / 72% |
Size | big |
Lifes / Deaths | Killed by Isamira the gigantic gravity worm at level 20 on the 76th Regrowth 123rd year of Ascendancy at 08:53 / 2Killed by Isamira the gigantic gravity worm at level 20 on the 76th Regrowth 123rd year of Ascendancy at 09:11 |
Primary Stats
Strength | 55 (base 48) |
Dexterity | 18 (base 10) |
Constitution | 12 (base 10) |
Magic | 15 (base 10) |
Willpower | 41 (base 41) |
Cunning | 21 (base 10) |
Resources
Life | -148/510 |
Hate | 100/100 |
Healing Factor | 1.0191526171258 |
Regeneration | 4.3313986227844 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 2 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 80 |
Accuracy | 54 |
Crit Chance | 19% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Nature | +9% |
Acid | +9% |
Cold | +9% |
Darkness | +8% |
Blight | +6% |
Arcane | +4% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Light | +10% |
Temporal | +15% |
Mind | +5% |
Arcane | +15% |
Cold | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 58.723073231957 (96.438666929426%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 37 |
Physical Save | 34 |
Spell Save | 31 |
Mental Save | 37 |
Defense: Resistances
Acid | + 16%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 62%( 70%) |
All | 0%( 70%) |
Lightning | + 8%( 70%) |
Physical | + 20%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 22%( 70%) |
Mind | + 3%( 70%) |
Fire | + 43%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 47% |
Pinning Resistance | 10% |
Knockback Resistance | 51% |
Confusion Resistance | 59% |
Fear Resistance | 28% |
Stun Resistance | 72% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 99 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 407% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
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 128.33 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 Cunning stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 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 failed to protect the lost defiler from death by Zubabreta the cave troll. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * '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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed skeleton mage skull. 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 red crystal shard. * You've found the needed vial of wight ectoplasm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +9 Fatigue +3% Resistance +6% darkness +3% cold Life Regen +4.00 Disease Resist +20% Stun Resist +20% other ------- Infravision +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 | ![]() 2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +22% Confus Resist +11% other ------- Light +7 See Stealth +5 See Invisibility +6 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 7 turns. The radius will increase with your Cunning. 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 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +5 Fatigue +1% Resistance +6% fire +5% arcane +7% cold Physical save +12 (+6 eff.) Unlife -40.00 life other ------- Light +3 A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag offense ------ On-Hit 8 darkness Damage +4% arcane +9% nature +5% darkness Ignore resists +5% nature Accuracy +5 (+1 eff.) When Hit 2 cold defense ------ Armor +2 Fatigue +3% Resistance +7% darkness +9% cold Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +22% Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +7 arcane On-crit, radius 2 +5 arcane On Hit: 20% Moonlight Ray level 3 On Hit: 10% Perfect Control level 3 On Hit: * 7% chance to reduce damage dealt by 17% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% darkness +6% cold Ignore resists +5% darkness +15% temporal When Hit 4 temporal defense ------ Resistance +9% darkness Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Damage +3% mind Ignore Armor +2 On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% temporal Physical save +8 (+4 eff.) Spell save +7 (+4 eff.) Mind save +7 (+3 eff.) Unlife -60.00 life Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +9% acid Ignore resists +10% light Accuracy +7 (+2 eff.) When Hit 8 acid 6 nature On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% nature Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +3% Critical power +5.00% Damage +3% cold Ignore resists +5% mind +10% cold defense ------ Resistance +14% fire +11% cold Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +7 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +7 (+3 eff.) Damage +6% blight Ignore resists +15% arcane When Hit 4 arcane defense ------ Resistance +5% arcane Blunt and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +10 Resistance +3% nature Mind save +6 (+3 eff.) Confus Resist +20% Pinning Resist +10% A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 15.5 - 18.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +11 physical While equipped: Stats +2 Wil defense ------ Armor +4 Fatigue +8% Resistance +9% acid +12% physical +5% arcane +17% fire +3% mind +21% cold Windwall +24 Slow Projectiles +14% other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Cun offense ------ Accuracy +15 (+4 eff.) defense ------ Defense +1 (+1 eff.) Resistance +1% physical Mind save +15 (+6 eff.) Unlife -40.00 life 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 Encumbrance T3 massive armor [Ego+] Nature While equipped: defense ------ Armor +11 Fatigue +22% Resistance +7% acid +7% physical +6% fire +8% lightning +11% cold Disarm Resist +25% Stun Resist +24% Knockbk Resist +23% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 973% for 10 turns (0 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Con defense ------ Resistance +13% nature +12% blight Poison Resist +29% Disease Resist +29% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil defense ------ Resistance +9% acid +12% lightning Mind save +4 (+2 eff.) Blind Resist +10% Cut Resist +10% Knockbk Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun offense ------ On-Hit 10 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 20 other ------- Hate-on-crit +1.00 Max hate +6.00 Light +4 Infravision +4 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +7 (+4 eff.) Mind save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% blight defense ------ Armor +6 Resistance +11% blight Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Master Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +10 (+10 eff.) Disarm Resist +36% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Weapon Damage 24.5 - 31.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 darkness Damage Against +9% Living Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Weapon Damage 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 darkness Damage Against +8% Living Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +3.0% Attack Speed 100% Ignore Shields +16% On-Hit, radius 1 +4 light On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str offense ------ Physical Crit +12.0% Damage +7% physical +9% light +9% darkness Accuracy +10 (+3 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +8 light While equipped: Stats +1 Con offense ------ Damage +3% mind +6% light defense ------ Armor +4 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 9 While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +21% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +8 (+4 eff.) Global Speed +3% On-Hit 7 fire Damage +8% mind +11% fire Ignore resists +5% fire defense ------ Resistance +4% fire other ------- Psi-on-crit +2.00 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. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +7% all +7% physical Accuracy +10 (+3 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Str +7 Cun +3 Con offense ------ Spell Crit +3% Spellpower +9 (+7 eff.) Damage +20% lightning Ignore resists +15% fire defense ------ Defense +7 (+7 eff.) other ------- Light +3 Infravision +2 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 40.91 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. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+5 eff.) Damage +15% fire Ignore resists +8% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +16 lightning On-Hit, radius 1 +20 lightning +4 light While equipped: Stats +4 Str +9 Dex +6 Mag +6 Wil +7 Cun +5 Con offense ------ Ignore resists +10% light defense ------ Resistance +9% lightning other ------- Light +2 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Critical power +5.00% Physical Power +10 (+4 eff.) Mindpower +3 (+2 eff.) Ignore resists +10% fire Ignore Armor +1 When Hit 4 blight defense ------ Resistance +3% blight Physical save +6 (+3 eff.) Unlife -60.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +3 Con offense ------ Critical power +5.00% Mindpower +8 (+4 eff.) Ignore Armor +1 When Hit 6 physical defense ------ Resistance +7% lightning +7% temporal +6% nature Physical save +5 (+3 eff.) Mind save +9 (+4 eff.) Unlife -20.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +2 (+2 eff.) defense ------ Resistance +6% light +5% darkness Mind save +5 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+1 eff.) Life +31.00 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 T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Ignore resists +20% lightning defense ------ Armor +1 Resistance +7% lightning +5% temporal Mind save +6 (+3 eff.) Disarm Resist +10% Confus Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Critical power +15.00% Mindpower +5 (+3 eff.) Ignore resists +5% mind defense ------ Armor +3 Fatigue +2% Resistance +3% cold Life Regen +2.00 Healmod +11% other ------- Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Physical Crit +4.0% Critical power +15.00% Physical Power +5 (+2 eff.) Mindpower +5 (+3 eff.) Ignore resists +10% arcane Ignore Armor +6 defense ------ Armor +4 Fatigue -1% Physical save +8 (+4 eff.) other ------- Encumbrance +31 EQ when Hit +0.04 Spell cooldown 10% 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 T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +15 (+8 eff.) When Hit 2 mind defense ------ Armor +1 Fatigue -5% Resistance +3% temporal Physical save +7 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +22 A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Spellpower +10 (+7 eff.) Ignore resists +15% arcane +5% cold Accuracy +5 (+1 eff.) defense ------ Armor +5 Fatigue +1% Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Perfect Control level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +4 (+2 eff.) Accuracy +8 (+2 eff.) Ignore Armor +7 When Hit: * 15 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +5% blight Spell save +20 (+10 eff.) Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +8.0% Attack Speed 83% On Hit: * 15% chance to reduce armor by 19% * 15 arcane resource burn * 12% chance to slow global speed by 46% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +12% lightning +6% cold +3% darkness +3% blight Mind save +3 (+1 eff.) Healmod +5% Teleport Resist +20% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +1 Mag +1 Con offense ------ Damage +8% arcane defense ------ Defense +2 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +2% Damage +11% acid When Hit 2 light defense ------ Defense +1 (+1 eff.) Resistance +16% acid other ------- Psi when Hit +0.08 Hate-on-crit +1.00 A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +19% fire +3% darkness +6% physical Physical save +12 (+6 eff.) Life Regen +2.70 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +20 Defense +3 (+3 eff.) Fatigue +12% Life +28.00 A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Damage +9% nature Ignore resists +15% nature When Hit 4 nature defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +20% acid +5% arcane Spell save +18 (+9 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Disrupt/Psionic While equipped: defense ------ Armor +6 Defense +9 (+9 eff.) Fatigue +8% Resistance +11% blight +7% mind +10% nature Mind save +12 (+5 eff.) A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor [Rare] Master While equipped: defense ------ Armor +14 Fatigue +16% Resistance +15% cold Crit Resistance 15.00% Physical save +18 (+8 eff.) Healmod +15% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Nature While equipped: offense ------ Ignore resists +25% darkness defense ------ Armor +16 Fatigue +22% Resistance +7% acid +10% cold +9% lightning +9% fire Life Regen +4.00 Cut Resist +20% other ------- Breathe water A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor [Ego] Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +17% fire A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+8 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 0.0 Encumbrance 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 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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 [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature +3% light Disease Resist +10% other ------- Psi when Hit +0.16 Max psi +50.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +12 Str offense ------ Damage +6% mind +3% light Ignore resists +5% mind +10% light Ignore Armor +8 When Hit 6 mind 4 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Fatigue -8% other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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] Nature While equipped: offense ------ Critical power +10.00% Damage +12% darkness defense ------ Mind save +3 (+1 eff.) Life +40.00 other ------- EQ when Hit +0.12 Hate-on-crit +3.00 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. |
![]() 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.(97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Arcane Weapon Damage 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 On Hit: 20% Curse of Vulnerability level 3 On Critical: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Wil +3 Con offense ------ Physical Crit +2.0% Mindpower +10 (+5 eff.) Damage +6% mind Ignore resists +25% mind defense ------ Defense +20 (+17 eff.) Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 245 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 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 Def First Willpower Curse the Ogre Cursed level 10
14th Haze 122nd year of Ascendancy at 00:26 see stats
By Def First Willpower Curse the Ogre Cursed level 10
14th Haze 122nd year of Ascendancy at 00:24 see stats
By Def First Willpower Curse the Ogre Cursed level 20
37th Regrowth 123rd year of Ascendancy at 15:38 see stats
By Def First Willpower Curse the Ogre Cursed level 20
76th Regrowth 123rd year of Ascendancy at 09:11 see stats
By Def First Willpower Curse the Ogre Cursed level 18
29th Regrowth 123rd year of Ascendancy at 15:02 see stats
By Def First Willpower Curse the Ogre Cursed level 9
4th Haze 122nd year of Ascendancy at 10:55 see stats
By Def First Willpower Curse the Ogre Cursed level 5
72nd Dusk 122nd year of Ascendancy at 18:15 see stats
By Def First Willpower Curse the Ogre Cursed level 16
72nd Haze 122nd year of Ascendancy at 22:21 see stats
By Def First Willpower Curse the Ogre Cursed level 20
76th Regrowth 123rd year of Ascendancy at 08:53 see stats
Log
Def First Willpower Curse begins rampaging!
Def First Willpower Curse has shrugged off 26 damage and is ready for more.
Melee retaliation hits Isamira the gigantic gravity worm for (1 to psi shield), 2 temporal, (2 to psi shield), 4 nature, (3 to psi shield), 5 acid, 3 cold, 4 arcane (17 total damage).
Melee retaliation hits Red ooze for 4 temporal, 6 nature, 9 acid, 3 cold, 4 arcane (26 total damage).
Bleeding from Def First Willpower Curse hits Isamira the gigantic gravity worm for (6 to psi shield), 10 physical (10 total damage).
Red ooze hits Def First Willpower Curse for 0 fire damage.
Isamira the gigantic gravity worm's Beyond the Flesh hits Def First Willpower Curse for (26 rampage shugs off), 21 physical, 19 physical, 7 physical, 7 fire (54 total damage).
Isamira the gigantic gravity worm uses Lunge.
Isamira the gigantic gravity worm performs a melee critical strike against Def First Willpower Curse!
Def First Willpower Curse is disarmed!
Melee retaliation hits Isamira the gigantic gravity worm for (1 to psi shield), 2 temporal, (2 to psi shield), 4 nature, (3 to psi shield), 5 acid, 3 cold, 4 arcane (17 total damage).
Isamira the gigantic gravity worm hits Def First Willpower Curse for (26 rampage shugs off), 141 physical, 19 physical, 7 physical, 7 fire (174 total damage).
The unstable sand tunnel collapses!
Def First Willpower Curse hits Isamira the gigantic gravity worm for (22 parried), (6 to psi shield), 10 physical, 6 arcane, 6 darkness, 0 arcane (21 total damage).
Isamira the gigantic gravity worm stops bleeding.
Def First Willpower Curse repels an attack from Isamira the gigantic gravity worm's Beyond the Flesh.
Def First Willpower Curse has shrugged off 26 damage and is ready for more.
Talent Savage Hunter is ready to use.
Talent Frenzy is ready to use.
Isamira the gigantic gravity worm uses Dual Strike.
Def First Willpower Curse resists the stunning strike!
New Achievement: Take you with me (Insane (Roguelike) difficulty)!
You collect a new ingredient: sandworm tooth (1).
Melee retaliation hits Isamira the gigantic gravity worm for (1 to psi shield), 2 temporal, (2 to psi shield), 3 nature, (3 to psi shield), 4 acid, 2 cold, 3 arcane, (1 to psi shield), 2 temporal, (2 to psi shield), 3 nature, (3 to psi shield), 4 acid (23 total damage).
Melee retaliation hits Red ooze for 3 temporal, 5 nature, 7 acid, 3 cold, 4 arcane (22 total damage).
Red ooze hits Def First Willpower Curse for (0 rampage shugs off), 0 fire (0 total damage).
Isamira the gigantic gravity worm hits Def First Willpower Curse for (25 rampage shugs off), 9 physical, 19 physical, 7 physical, 7 fire, 34 physical (76 total damage).
Def First Willpower Curse the level 20 ogre cursed was splattered to death by Isamira the gigantic gravity worm on level 3 of Sandworm lair.
Isamira the gigantic gravity worm is no longer being stalked by Def First Willpower Curse.