Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Steamtech UI 1.1.4 Ashes of Urh'Rok 1.4.0Official 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 40 / 12% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 110 (base 60) |
| Dexterity | 75 (base 60) |
| Constitution | 64 (base 60) |
| Magic | 72 (base 60) |
| Willpower | 89 (base 60) |
| Cunning | 98 (base 60) |
Resources
| Life | 13350/13350 |
| Psi_feedback | 0/585 |
| Stamina | 1014/1014 |
| Psi | 764/764 |
| Healing Factor | 1.27 |
| Regeneration | 109.76066658936 |
Speed
| Mental | +270.28179029687% |
| Attack | +200% |
| Movement | +195% |
| Spell | +200% |
| Global | +295% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 25 |
| See Invisible | 33 |
Offense: Mainhand
| Damage | 336 |
| Accuracy | 89 |
| Crit Chance | 18% |
| APR | 181 |
| Speed | 0.22 |
Offense: Spell
| Spellpower | 77.25 |
| Crit Chance | 28% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 76.05 |
Offense: Mind
| Mindpower | 102.41666666667 |
| Crit Chance | 34% |
| Speed | 0.33333333333333 |
Defense: Base
| Armour (hardiness) | 174 (100%) |
| Defense | 82.95 |
| Ranged Defense | 86.55 |
| Fatigue | 0 |
| Physical Save | 160.1 |
| Spell Save | 163.65 |
| Mental Save | 160.27222222222 |
Defense: Resistances
| All | + 93%(100%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 34% |
| Bleed Resistance | 15% |
| Blind Resistance | 20% |
Inscriptions (2/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Archery - bows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery excellence | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery - slings | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Field control | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Rapid Shot |
| talent | Vulnerability Poison |
| talent | Deadly Poison |
| beneficial effect | You have an arcane eye observing for you in a radius of 8. Arcane Eye |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by stone troll. Escort: injured seer (level 2 of Trollmire) | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 30% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
| On hands | Boltlord (0 def, 12 armour) Boltlord (0 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Armour: +12 Damage (Melee): 12 physical Changes stats: +4 Str / +1 Dex / +9 Mag / +7 Cun / +3 Con Changes resistances: +3% blight / +6% light / +10% darkness Changes resistances penetration: +10% blight Changes damage: +9% lightning / +10% physical Physical save: +25 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +34% Infravision radius: +2 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Cuthuhell the drakeskin leather cap (0 def, 5 armour) Cuthuhell the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +4 Dex / +2 Wil / +4 Cun Changes resistances: +11% nature / +19% cold Allows you to breathe in: water Physical save: +9 (+1 eff.) Spell save: +6 (+1 eff.) Blindness immunity: +20% Cut immunity: +15% Only die when reaching: -40.00 life Maximum life: +64.00 See invisible: +12 Healing mod.: +17% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1430.5 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Bethyra [power 43] (17 cooldown) Bethyra [power 43] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% temporal Changes damage: +6% mind / +6% temporal Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence Equilibrium when hit: +0.16 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Willowtickler' gold ring 'Willowtickler'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +10 (+2 eff.) Changes stats: +1 Str / +6 Wil / +7 Cun Changes resistances: +26% lightning Changes resistances penetration: +10% nature Changes damage: +13% lightning Physical save: +3 (+0 eff.) Life regen: +0.20 Maximum stamina: +20.00 Mindpower: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Emelavea the voratun ring Emelavea the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +12 Cun / +18 Wil Changes resistances: +34% light Changes resistances penetration: +15% mind Changes damage: +17% light Physical save: +18 (+2 eff.) Mental save: +8 (+1 eff.) Maximum stamina: +15.00 Mindpower: +24 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
| Around waist | blurring hardened leather belt of resilience blurring hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Stealth bonus: +8 Maximum life: +41.00 A belt that goes around your waist. |
| Main armor | Stokekiller the drakeskin leather armour (23 def, 19 armour) Stokekiller the drakeskin leather armour (23 def, 19 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +19 Defense: +23 (+5 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +8% Damage (Melee): 8 lightning / 8 fire Damage (Ranged): 8 lightning / 8 fire Changes stats: +1 Str / +1 Con Changes resistances: +30% lightning / +23% cold / +52% fire / +16% physical Changes resistances penetration: +5% mind / +20% fire Critical mult.: +18.00% Only die when reaching: -40.00 life Healing mod.: +10% A suit of armour made of leather. |
| In main hand | Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
| Cloak | elven-silk cloak 'Lightningbrand' (15 def, 7 armour) elven-silk cloak 'Lightningbrand' (15 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +16 Armour: +7 Defense: +15 (+3 eff.) Damage when hit (Melee): 16 lightning Changes stats: +10 Dex / +3 Mag / +3 Wil / +8 Cun Changes resistances: +6% blight / +6% lightning Changes resistances penetration: +15% blight Changes damage: +9% lightning Physical save: +20 (+2 eff.) Spell save: +28 (+3 eff.) Mental save: +30 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Emelle the Voidblast Emelle the VoidblastInfused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness / 12 blight Changes resistances: +3% darkness Changes resistances penetration: +15% blight Changes damage: +12% darkness Mental save: +27 (+3 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +6% Light radius: +3 See stealth: +25 See invisible: +21 A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. psionicist's stralite ringpsionicist's stralite ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+2 eff.) Rings can have magical properties. |
savage's steel ring savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +10 (+1 eff.) Maximum stamina: +15.00 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (17-22.1 power, 7 apr)dwarven-steel dagger (17-22.1 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing stralite greatsword of projection (50-80 power, 3 apr)arcing stralite greatsword of projection (50-80 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning / +21 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
mage-hunter's ash longbow of true flight mage-hunter's ash longbow of true flightRequires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +7.0% Effects on ranged hit: * 7 arcane resource burn Changes stats: +2 Cun / +1 Wil Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +7 (+1 eff.) Longbows are used to shoot arrows at your foes. |
Everpyre Blade (38-53.2 power, 10 apr) Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 479.98 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
This item will automatically be transmogrified when you leave the level. living mindstar of life (15-16.5 power, 40 apr, mind damage)living mindstar of life (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +1.60 Maximum life: +28.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff (25-30 power, 5 apr, temporal element)elven-wood starstaff (25-30 power, 5 apr, temporal element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of projection (39-54.6 power, 6 apr)voratun waraxe of projection (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +15 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Airquencher (2 def, 0 armour) Airquencher (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +2 Cun / +1 Dex Spell save: +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled cashmere cloak (2 def, 0 armour)spellcowled cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Mag / +3 Wil Spell save: +8 (+1 eff.) Maximum mana: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloomwasp the drakeskin leather gloves (0 def, 8 armour) Gloomwasp the drakeskin leather gloves (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Damage (Melee): 14 darkness / 13 temporal Damage (Ranged): 11 temporal Damage when hit (Melee): 4 blight Changes stats: +4 Str / +5 Dex / +4 Cun Changes resistances: +6% blight / +12% temporal / +13% darkness Changes resistances penetration: +20% darkness / +5% arcane Changes damage: +8% temporal / +17% darkness / +3% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+1 eff.) Mental save: +11 (+1 eff.) Maximum life: +60.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
hardened leather gloves of dispersion (0 def, 2 armour) hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +5 Mag / +4 Wil Changes resistances: +6% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's iron helm of dexterity (+2) (0 def, 4 armour) miner's iron helm of dexterity (+2) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +2 Dex Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Brightrock' (0 def, 1 armour) rough leather cap 'Brightrock' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Dex / +4 Cun Changes resistances: +3% fire Changes resistances penetration: +10% fire Changes damage: +12% fire See invisible: +12 A cap made of leather. |
iron mail armour of acid resistance (2 def, 4 armour) iron mail armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% acid A suit of armour made of mail. |
Balurek the rough leather armour (1 def, 2 armour) Balurek the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to disease Changes resistances: +20% acid / +6% blight / +18% lightning Changes resistances penetration: +15% blight Changes damage: +6% acid A suit of armour made of leather. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 11 power out of 50/50) : Effective talent level: 2.0 Power cost: 11 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 207.29 to 621.88 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Firewarden (11 def, 6 armour) Firewarden (11 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +6 Defense: +11 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 20 fire Changes stats: +4 Dex Changes resistances: +18% lightning Changes damage: +6% mind / +12% fire Critical mult.: +13.00% Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of acid resistance (2 def, 4 armour)cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +19% acid A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. mummy wrappings (5 def, 2 armour)mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: -25% fire Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. mummy wrappings (5 def, 2 armour)mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: -25% fire Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings (5 def, 2 armour)spiked mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 14 physical Changes resistances: -25% fire Decaying mummy wrappings. |
Scumsaw (20/20, 29-40.6 power, 7 apr) Scumsaw (20/20, 29-40.6 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 29.0 - 40.6 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Temporal Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 20 On weapon hit: * 40% chance to gain 10% of a turn * Slows global speed by 40% * 20% chance to torment the target Damage (Ranged): +8 temporal / +7 darkness / +9 mind / +14 nature Burst (radius 1) on hit: +12 nature Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of dragonbone arrows (22/22, 52.5-73.5 power, 18 apr) plaguebringer's quiver of dragonbone arrows (22/22, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (21/21, 13-18.2 power, 5 apr) quiver of elm arrows (21/21, 13-18.2 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
160 alchemist agate 160 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Zuboba the iron pickaxe (dig speed 15 turns) Zuboba the iron pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +1 Str / +2 Dex / +2 Wil / +3 Cun Changes resistances: +6% darkness / +6% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+0 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 269.40 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 269.40 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
This item will automatically be transmogrified when you leave the level. Elenyran the Starmaim [power 78] (7 cooldown)Elenyran the Starmaim [power 78] (7 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 12 fire Changes resistances: +3% light Maximum wards: +8 lightning / +8 temporal / +8 blight / +7 fire / +8 cold Changes damage: +6% light / +3% blight Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Void Blast +3 Strike +2 Ward Light radius: +3 It can be used to disarm traps (78 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Dragon's Greed (Exploration mode) (Uniques)
Amassed 8000 gold pieces.By Faloon the Cornac Archer level 9
2nd Mirth 122nd year of Ascendancy at 23:48 see stats
Eye of the storm (Exploration mode) (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Faloon the Cornac Archer level 26
3rd Haze 122nd year of Ascendancy at 03:00 see stats
Fear me not! (Exploration mode) (Uniques)
Survived the Fearscape!By Faloon the Cornac Archer level 20
52nd Dusk 122nd year of Ascendancy at 02:06 see stats
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By Faloon the Cornac Archer level 10
3rd Mirth 122nd year of Ascendancy at 01:30 see stats
Level 20 (Exploration mode) (Uniques)
Got a character to level 20.By Faloon the Cornac Archer level 20
51st Dusk 122nd year of Ascendancy at 22:08 see stats
Level 30 (Exploration mode) (Uniques)
Got a character to level 30.By Faloon the Cornac Archer level 30
6th Haze 122nd year of Ascendancy at 02:35 see stats
Level 40 (Exploration mode) (Uniques)
Got a character to level 40.By Faloon the Cornac Archer level 40
10th Haze 122nd year of Ascendancy at 23:11 see stats
Rescuer of the lost (Exploration mode) (Uniques)
Rescued the merchant from the assassin lord.By Faloon the Cornac Archer level 17
8th Mirth 122nd year of Ascendancy at 07:34 see stats
Size is everything (Exploration mode) (Uniques)
Did over 1500 damage in one attack.By Faloon the Cornac Archer level 35
8th Haze 122nd year of Ascendancy at 14:55 see stats
Size matters (Exploration mode) (Uniques)
Did over 600 damage in one attack.By Faloon the Cornac Archer level 32
7th Haze 122nd year of Ascendancy at 11:46 see stats
The secret city (Exploration mode) (Uniques)
Discovered the truth about mages.By Faloon the Cornac Archer level 18
27th Dusk 122nd year of Ascendancy at 00:44 see stats
Treasure Hoarder (Exploration mode) (Uniques)
Amassed 3000 gold pieces.By Faloon the Cornac Archer level 4
74th Pyre 122nd year of Ascendancy at 19:18 see stats
Treasure Hunter (Exploration mode) (Uniques)
Amassed 1000 gold pieces.By Faloon the Cornac Archer level 2
74th Pyre 122nd year of Ascendancy at 12:33 see stats
Log
Faloon HEALS from fire damage!
Faloon HEALS from lightning damage!
Faloon's Shoot hits Faloon for 800 physical, 102 healing, 20 lightning, 3 healing, 23 fire, 2 healing, 58 arcane, 7 healing (902 total damage) [114 healing].
Faloon's Shoot hits Faloon for 1421 physical, 180 healing, 12 lightning, 2 healing, 23 fire, 2 healing, 58 arcane, 7 healing (1514 total damage) [191 healing].
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
Resting starts...
Faloon is no longer pinned.
Faloon is less impervious to physical effects.
Rested for 27 turns (stop reason: all resources and life at maximum).
Faloon picks up (B.): mummy wrappings (5 def, 2 armour).
Ran for 3 turns (stop reason: hostile spotted to the south (venom drake - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (venom drake - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (venom drake - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (venom drake - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (venom drake - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (venom drake - offscreen)).
Faloon deactivates Vulnerability Poison.
Faloon deactivates Rapid Shot.
Faloon deactivates Deadly Poison.
