









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official 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:
Embers of Rage 1.6.0Official 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Better Item Description 1.6.0This 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 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Forbidden Cults 1.6.0Official 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 Exploration |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 50 / 2073% |
Size | big |
Lifes / Deaths | Killed by Xeranne the cave troll at level 6 on the 5th Mirth 122nd year of Ascendancy at 09:20 / 63Killed by Neryyassra the blue crystal at level 8 on the 1st Dusk 122nd year of Ascendancy at 12:08 Killed by Ce'Nygada the netherworm mass at level 10 on the 8th Dusk 122nd year of Ascendancy at 02:03 Killed by Eilinuwe the giant brown ant at level 15 on the 29th Dusk 122nd year of Ascendancy at 15:51 Killed by Gloreganne the icy orc wyrmic at level 18 on the 51st Dusk 122nd year of Ascendancy at 09:37 Killed by Yvima the fire drake hatchling at level 18 on the 52nd Dusk 122nd year of Ascendancy at 11:48 Killed by Yvima the fire drake hatchling at level 18 on the 52nd Dusk 122nd year of Ascendancy at 13:04 Killed by Yvima the fire drake hatchling at level 18 on the 52nd Dusk 122nd year of Ascendancy at 14:09 Killed by Layinn the large white snake at level 18 on the 52nd Dusk 122nd year of Ascendancy at 15:06 Killed by Yvima the fire drake hatchling at level 19 on the 52nd Dusk 122nd year of Ascendancy at 16:42 Killed by Yvima the fire drake hatchling at level 19 on the 52nd Dusk 122nd year of Ascendancy at 17:38 Killed by Yvima the fire drake hatchling at level 19 on the 52nd Dusk 122nd year of Ascendancy at 18:39 Killed by Layykira the king cobra at level 19 on the 52nd Dusk 122nd year of Ascendancy at 20:50 Killed by Yviyatha the copperhead snake at level 19 on the 52nd Dusk 122nd year of Ascendancy at 21:48 Killed by Yviyatha the copperhead snake at level 19 on the 52nd Dusk 122nd year of Ascendancy at 22:47 Killed by flame turret at level 19 on the 52nd Dusk 122nd year of Ascendancy at 23:49 Killed by Gloribeth the giant eel at level 20 on the 54th Dusk 122nd year of Ascendancy at 09:27 Killed by Gloribeth the giant eel at level 20 on the 54th Dusk 122nd year of Ascendancy at 10:29 Killed by Gloribeth the giant eel at level 20 on the 54th Dusk 122nd year of Ascendancy at 11:33 Killed by luminous horror at level 20 on the 55th Dusk 122nd year of Ascendancy at 06:45 Killed by Adariarin the mass of parasitic leeches at level 20 on the 55th Dusk 122nd year of Ascendancy at 12:47 Killed by Eilinaba the saw horror at level 20 on the 55th Dusk 122nd year of Ascendancy at 13:52 Killed by Xita the devourer at level 20 on the 55th Dusk 122nd year of Ascendancy at 14:56 Killed by war hound at level 20 on the 56th Dusk 122nd year of Ascendancy at 11:17 Killed by Weirdling Beast at level 20 on the 56th Dusk 122nd year of Ascendancy at 17:40 Killed by Weirdling Beast at level 20 on the 56th Dusk 122nd year of Ascendancy at 18:38 Killed by shadow at level 20 on the 56th Dusk 122nd year of Ascendancy at 19:26 Killed by Weirdling Beast at level 20 on the 56th Dusk 122nd year of Ascendancy at 20:17 Killed by Weirdling Beast at level 20 on the 56th Dusk 122nd year of Ascendancy at 21:24 Killed by Weirdling Beast at level 20 on the 56th Dusk 122nd year of Ascendancy at 22:18 Killed by Weirdling Beast at level 20 on the 56th Dusk 122nd year of Ascendancy at 23:20 Killed by Weirdling Beast at level 20 on the 57th Dusk 122nd year of Ascendancy at 00:47 Killed by Weirdling Beast at level 20 on the 57th Dusk 122nd year of Ascendancy at 02:08 Killed by Weirdling Beast at level 20 on the 57th Dusk 122nd year of Ascendancy at 02:59 Killed by Weirdling Beast at level 20 on the 57th Dusk 122nd year of Ascendancy at 03:48 Killed by Silemira the brittle clear ooze at level 23 on the 77th Dusk 122nd year of Ascendancy at 04:52 Killed by Poryldabeth the gigantic corrosive tunneler at level 24 on the 77th Dusk 122nd year of Ascendancy at 19:17 Killed by Emuba the thief at level 25 on the 10th Haze 122nd year of Ascendancy at 19:07 Killed by Islenne the bandit lord at level 25 on the 10th Haze 122nd year of Ascendancy at 21:43 Killed by skeleton warrior at level 25 on the 10th Haze 122nd year of Ascendancy at 22:58 Killed by Aeryda the elven mage at level 28 on the 20th Haze 122nd year of Ascendancy at 01:10 Killed by elven blood mage at level 29 on the 20th Haze 122nd year of Ascendancy at 16:24 Killed by Mayavena the elven corruptor at level 29 on the 22nd Haze 122nd year of Ascendancy at 13:17 Killed by Mayavena the elven corruptor at level 29 on the 22nd Haze 122nd year of Ascendancy at 14:22 Killed by Mayavena the elven corruptor at level 29 on the 22nd Haze 122nd year of Ascendancy at 15:17 Killed by Giyasema the elven cultist at level 29 on the 23rd Haze 122nd year of Ascendancy at 23:32 Killed by Nerokira the panther at level 31 on the 3rd Regrowth 123rd year of Ascendancy at 10:17 Killed by Deco the human at level 32 on the 30th Regrowth 123rd year of Ascendancy at 05:36 Killed by Slaro the halfling at level 33 on the 40th Regrowth 123rd year of Ascendancy at 15:09 Killed by Betenor the skeleton magus at level 34 on the 46th Regrowth 123rd year of Ascendancy at 15:49 Killed by Ilaiedo the human at level 35 on the 45th Pyre 123rd year of Ascendancy at 03:27 Killed by Mpaeli the halfling at level 36 on the 59th Pyre 123rd year of Ascendancy at 16:30 Killed by Haod the halfling at level 36 on the 20th Dusk 123rd year of Ascendancy at 16:13 Killed by faerlhing at level 44 on the 6th Decay 123rd year of Ascendancy at 14:31 Killed by Xanamissra the skeleton archer at level 50 on the 24th Pyre 124th year of Ascendancy at 21:35 Killed by The One That Writes at level 50 on the 26th Pyre 124th year of Ascendancy at 01:24 Killed by The One That Writes at level 50 on the 26th Pyre 124th year of Ascendancy at 03:58 Killed by The One That Writes at level 50 on the 26th Pyre 124th year of Ascendancy at 05:37 Killed by The One That Writes at level 50 on the 26th Pyre 124th year of Ascendancy at 07:15 Killed by The One That Writes at level 50 on the 26th Pyre 124th year of Ascendancy at 09:28 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 41st Pyre 124th year of Ascendancy at 17:51 Killed by radiant horror at level 50 on the 56th Pyre 124th year of Ascendancy at 12:22 Killed by fire drake hatchling at level 50 on the 58th Pyre 124th year of Ascendancy at 15:06 |
Primary Stats
Strength | 169 (base 60) |
Dexterity | 218 (base 60) |
Constitution | 148 (base 36) |
Magic | 188 (base 66) |
Willpower | 137 (base 13) |
Cunning | 136 (base 13) |
Resources
Life | 1582/1892 |
Mana | 0/909 |
Stamina | 287/484 |
Steam | 100/100 |
Healing Factor | 2.1309433962269 |
Regeneration | 25.251679245288 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 14 |
Infravision | 11 |
See Stealth | 85.5422042483 |
See Invisible | 75.5422042483 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 470 |
Accuracy | 121 |
Crit Chance | 152% |
APR | 62 |
Speed | 0.78 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Blight | +20% |
Arcane | +8% |
Cold | +22% |
All | +2% |
Darkness | +37% |
Light | +31% |
Physical | +69% |
Mind | +34% |
Nature | +32% |
Offense: Damage Penetration
Lightning | +10% |
Light | +5% |
Mind | +15% |
Nature | +20% |
Physical | +90% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 47 (45%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 59 |
Mental Save | 62 |
Defense: Resistances
Blight | + 40%( 70%) |
Physical | + 23%( 70%) |
Cold | + 40%( 70%) |
All | + 15%( 70%) |
Lightning | + 56%( 70%) |
Temporal | + 40%( 70%) |
Darkness | + 40%( 70%) |
Mind | + 6%( 70%) |
Fire | + 23%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 0% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 58%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 227% efficiency and cooldown mod of 66%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 251 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 874 damage for 8 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Precise Strikes |
talent | Chant of Fortitude |
talent | Premonition |
talent | Intuitive Shots |
beneficial effect | All stats increased by 84. Pain Enhancement System |
beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 20%. Concealment |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)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 Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
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 Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Adamira the dread. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4196. | 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. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed pouch of luminous horror dust. * You've found the needed orc heart. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +8 Dex +6 Wil +2 Cun +5 Con dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +5 (+0 eff.) Mind.pwr +8 (+2 eff.) Res.pen +15% mind +10% physical Apr +8 ----- def ----- Armour +5 Defense +16 (+3 eff.) Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Equi/ret +0.08 Max.psi +30.00 Blindside: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. This item has been sent to the Item's Vault. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 99.5 - 139.3 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +49.0% Capacity 18 Ranged+ +8 acid +44 cold +24 darkness On Hit.r1 +12 temporal On Crit.r2 +8 acid +8 temporal On Hit: * 24% chance to reduce armor by 44% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 426 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.crit +4% Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Dmg.mod +13% mind +6% arcane +20% light Res.pen +10% lightning Melee Ret 6 arcane 4 lightning ---------- misc Light +8 See.Stealth +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +20.00% Dmg.mod +9% light Res.pen +25% physical Apr +3 On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Armour +4 Fatigue +4% Resists +11% nature Spell.save +6 (+2 eff.) Max.HP +60.00 Heal.mod +13% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +30 (+4 eff.) Dmg.mod +12% physical Acc +10 (+1 eff.) ---------- misc Stam/turn +2.00 Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +10 Con dps ---------- Phys.pwr +20 (+2 eff.) Dmg.mod +15% darkness Res.pen +20% physical Acc +15 (+2 eff.) ----- def ----- Armour +14 ---------- misc Stam/turn +3.00 Max.stam +30.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Mag dps ---------- Crit.mult +20.00% Phys.pwr +10 (+1 eff.) Dmg.mod +9% mind ----- def ----- Defense +14 (+3 eff.) Resists +15% blight ---------- misc Stam/turn +2.00 Light +3 Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +15% physical Res.pen +5% light ----- def ----- Defense +20 (+4 eff.) Resists +18% lightning +3% physical Die.at -40.00 life HP.reg +1.60 Heal.mod +18% A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +12 Atk.spd 143% Range +10 On Hit: * flashes light on your target dealing 65 damage While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Crit.mult +15.00% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +10 Str +15 Dex +15 Mag +10 Wil +15 Cun +10 Con dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 64, based on Cunning and Magic) for 10 turns. Uses 30 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +3 Cun dps ---------- Res.pen +5% fire Acc +7 (+1 eff.) Apr +8 Melee Ret 2 physical ----- def ----- Defense +13 (+2 eff.) Resists +14% blight +9% fire +15% nature +30% lightning Phys.save +24 (+6 eff.) HP.reg +10.00 Heal.mod +17% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +14.00% Dmg.mod +18% blight Res.pen +15% physical Acc +32 (+4 eff.) Apr +18 ----- def ----- Resists +6% physical ---------- misc Stam/turn +3.00 Amulets can have magical properties. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 3 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 711.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 502 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 600 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +12% Crit.mult +20.00% Spell.pwr +6 (+1 eff.) Dmg.mod +8% acid +7% fire +8% cold +8% lightning Phasing +30% ----- def ----- Resists +5% arcane ---------- misc Max.mana +100.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +8 Dex +5 Mag dps ---------- Crit.mult +18.00% Spell.pwr +13 (+3 eff.) Dmg.mod +12% blight +13% fire +18% darkness Melee Ret 6 acid 6 darkness On Hit (Melee): * 21% chance to reduce armor by 44% ---------- misc See.Invis +21 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- S.pwr/crit +5 Res.pen +15% lightning +20% darkness +20% mind Melee Ret 4 mind 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Resists +21% lightning ---------- misc Mana/turn +0.60 Max.mana +44.00 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +9.0% Crit.mult +20.00% Phys.pwr +25 (+3 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +15% blight +15% fire +15% acid Res.pen +15% darkness Melee Ret 12 darkness ----- def ----- Resists +18% mind +9% darkness Phys.save +12 (+3 eff.) ---------- misc Stam/turn +3.88 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Spell.crit +8% Spell.pwr +10 (+2 eff.) S.pwr/crit +10 ----- def ----- HP.reg +4.00 Stun/Frz- +29% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.vim +50.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Mind.pwr +10 (+2 eff.) Dmg.mod +6% blight Acc +10 (+1 eff.) Apr +9 ----- def ----- Defense +14 (+3 eff.) Silence- +22% ---------- misc Mana/turn +0.10 Max.hate +6.00 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +7 Con dps ---------- Phys.crit +6.0% Phys.pwr +20 (+2 eff.) Dmg.mod +18% cold +18% physical Res.pen +20% acid ----- def ----- Blind- +44% ---------- misc Infravis +6 See.Stealth +15 See.Invis +21 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +12% physical ----- def ----- Armour +4 Fatigue -7% Resists +12% blight Crit.dmg- 15.00% Phys.save +9 (+2 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.enc +28 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Mind.pwr +32 (+7 eff.) Dmg.mod +24% mind Res.pen +26% mind Melee Ret 6 mind On Hit (Melee): * 21% chance to reduce damage dealt by 32% ----- def ----- Resists +9% darkness Mind.save +22 (+6 eff.) Confus- +44% ---------- misc Equi/ret +0.12 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 104.43 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 20 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +6 Wil +10 Cun dps ---------- Phys.pwr +9 (+1 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +25 (+6 eff.) Dmg.mod +6% lightning +3% acid +6% all Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Resists +15% acid +6% lightning Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Dex +6 Con dps ---------- Dmg.mod +9% fire Acc +15 (+2 eff.) Apr +15 On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Defense +15 (+3 eff.) Resists +15% acid +12% cold +6% temporal +12% blight ---------- misc Light +2 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +9 (+1 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +9% mind +6% all Res.pen +25% mind ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +36% ---------- misc Max.enc +28 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +12% blight +11% mind +3% nature Phys.save +4 (+1 eff.) Mind.save +6 (+2 eff.) Confus- +20% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Crit.mult +20.88% Acc +20 (+3 eff.) Apr +5 ----- def ----- Defense +31 (+6 eff.) Resists +30% lightning +9% fire Spell.save +18 (+5 eff.) ---------- misc Max.stam +64.32 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Mag dps ---------- Mind.crit +2% Crit.mult +15.00% Dmg.mod +18% nature Melee Ret 4 mind ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +7 Mag +12 Cun dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness +5% mind Acc +12 (+2 eff.) Melee Ret 8 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Defense +10 (+2 eff.) Resists +6% darkness Spell.save +14 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +12 Mag +6 Wil +7 Cun +1 Con dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +13% blight On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Resists +13% blight Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +3% light Res.pen +5% darkness Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Resists +22% acid +3% lightning Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.crit +2.0% Dmg.mod +12% lightning +3% physical Acc +6 (+1 eff.) Apr +1 ----- def ----- Defense +20 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +11 Cun +3 Con dps ---------- Mind.crit +3% S.pwr/crit +4 Dmg.mod +12% arcane +3% blight Acc +10 (+1 eff.) ----- def ----- Spell.save +16 (+4 eff.) Silence- +35% Stun/Frz- +60% ---------- misc Mana/turn +0.30 Max.stam +27.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Wil +8 Cun +3 Con dps ---------- Melee Ret 10 cold ----- def ----- Resists +18% cold HP.reg +6.00 Stun/Frz- +38% ---------- misc Light +3 Infravis +3 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +21% cold +6% fire Res.pen +15% cold +25% fire Acc +16 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +9% nature +6% cold Rings can have magical properties. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Disrupt/Master/Psionic Power 82.5 - 123.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Against +40% Unnatural On Hit.r1 +20 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: ----- def ----- Resists +6% arcane +6% light Blind- +26% Def/telep +19 Res/telep +19% Dur/telep +19% Massive two-handed mauls. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +12 Dex dps ---------- Crit.mult +0.00% Dmg.mod +27% physical +6% arcane +32% temporal Res.pen +30% physical +20% temporal +23% all Acc +38 (+5 eff.) Apr +21 ----- def ----- Resists +9% acid +21% fire +7% arcane Mind.save +6 (+2 eff.) Max.HP +100.00 Teleport- +27% ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 mind +28 cold On Hit: * Create an explosion dealing 124 lightning damage (1/turn) On Crit: * Wound the target dealing 426 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Mag dps ---------- Phys.crit +15.0% Spell.crit +2% Phys.pwr +8 (+1 eff.) S.pwr/crit +4 Dmg.mod +30% lightning +18% mind +9% darkness Res.pen +23% lightning ---------- misc Mana/s.crit +1.00 Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 19.0 - 20.9 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +45 Crit +8.0% Atk.spd 100% Phasing +39% While equipped: Stats +5 Dex dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +16% lightning +16% cold +20% nature +22% physical Res.pen +10% nature ----- def ----- Armour +6 Defense +36 (+7 eff.) Resists +10% nature +8% blight Disease- +25% Pinning- +40% ---------- misc Masteries +0.10 Wild-gift/Harmony 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. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 25.0 - 37.5 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+2 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun dps ---------- Phys.crit +5.0% Mind.crit +4% Crit.mult +14.00% Phys.pwr +5 (+0 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +9% arcane Res.pen +15% arcane Melee Ret 2 arcane ----- def ----- Resists +15% lightning +15% temporal Phys.save +15 (+4 eff.) ---------- misc Equi/ret +0.12 Max.hate +2.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Mind.crit +5% Crit.mult +15.00% Phys.pwr +5 (+0 eff.) Mind.pwr +25 (+6 eff.) ----- def ----- Defense +3 (+0 eff.) Fatigue -7% Resists +15% mind ---------- misc Max.hate +4.00 Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Resists +6% acid +6% fire +6% lightning +6% cold A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: Stats +8 Str +8 Mag +7 Wil +4 Cun dps ---------- Crit.mult +20.00% Dmg.mod +33% lightning +25% physical +12% mind +30% cold Melee Ret 12 mind 12 lightning ----- def ----- Resists +15% lightning +10% cold +39% acid +15% all ---------- misc Max.psi +64.61 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Rare] Psionic While equipped: Stats +5 Str +9 Dex +6 Wil +6 Con dps ---------- Mind.pwr +9 (+2 eff.) Res.pen +32% mind +10% physical Melee Ret 13 nature On Hit (Melee): * 26% chance to reduce all saves and defense by 40 ----- def ----- Armour +5 Defense +35 (+7 eff.) Resists +18% nature Blindside: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 50% Mag, 70% Str Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Mag 50% Str Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 50% Dex, 50% Mag, 70% Str Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On 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. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 90% Mag, 50% Str Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +120 Crit +6.0% Capacity 0 On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 86.0 - 120.4 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +27 Crit +39.0% Capacity 22 Proj.spd +200% Ranged+ +20 mind On Hit.r1 +8 temporal On Crit.r2 +4 mind On Hit: * 20% chance to reduce all saves and defense by 40 * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 124 damage On Crit: * Wound the target dealing 426 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
![]() 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 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 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 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 18 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+2 eff.) Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +5.0% Res.pen +11% all Acc +20 (+3 eff.) Apr +18 ----- def ----- Phys.save +9 (+2 eff.) ---------- misc Stam/turn +3.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +8.0% Dmg.mod +12% temporal Res.pen +15% acid On Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +14 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +23 (+6 eff.) Die.at -103.38 life Heal.mod +25% Knockbk- +26% Def/telep +19 Res/telep +19% Dur/telep +19% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 48 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 46.40 cold damage and 64.27 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T5 lite [Rare] Arcane While equipped: Stats +6 Con +3 Mag dps ---------- Res.pen +26% physical Apr +8 Melee Ret 28 fire ----- def ----- Resists +10% fire ---------- misc Max.stam +30.00 Light +8 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Nature While equipped: dps ---------- Res.pen +30% light On Hit (Melee): * 26% chance to reduce all saves and defense by 40 ----- def ----- Resists +19% temporal Phys.save +15 (+4 eff.) Spell.save +21 (+6 eff.) Mind.save +18 (+5 eff.) Heal.mod +30% Pinning- +26% Def/telep +19 Res/telep +19% Dur/telep +19% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +3 Dex +11 Cun +6 Con dps ---------- Mind.crit +12% Mind.pwr +12 (+3 eff.) Res.pen +30% mind +10% lightning ----- def ----- Resists +15% blight Mind.save +12 (+3 eff.) HP.reg +15.00 ---------- misc Light +0 Infravis +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +28 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +6% mind Melee Ret 8 lightning 28 fire 2 mind ----- def ----- Resists +15% blight +10% fire +15% darkness ---------- misc Max.psi +10.00 Light -15 Infravis +22 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 50 blight damage or heals 62 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +9% cold Res.pen +15% cold On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +9% lightning +12% light +12% blight +6% nature +5% arcane Blind- +35% Confus- +20% ---------- misc Light +9 See.Stealth +13 See.Invis +16 Track: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Spell.crit +6% Mind.crit +11% Spell.pwr +6 (+1 eff.) Mind.pwr +11 (+2 eff.) Dmg.mod +9% light Res.pen +15% temporal +15% nature +10% light On Hit (Melee): * 10% chance to slow global speed by 68% ----- def ----- Resists +15% blight +6% temporal +14% darkness Mind.save +27 (+7 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +12 Infravis +6 See.Stealth +20 See.Invis +40 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 50 blight damage or heals 62 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +5 Wil dps ---------- Spell.crit +6% Spell.pwr +31 (+6 eff.) ----- def ----- Armour +8 Resists +9% acid Phys.save +18 (+5 eff.) ---------- misc Max.mana +101.98 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 9 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +0% Phys.spd +0% Spell.spd +0% Mind.spd +0% Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 12 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 11 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1256.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 51] amazing fiery salve [power 51]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 66% cooldown modifier. Remove 3 magical effects and grants a fiery aura (51% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 51] amazing frost salve [power 51]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 66% cooldown modifier. Remove 3 physical effects and grants a frost aura (51% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 644] amazing pain suppressor salve [power 644]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 66% cooldown modifier. Let you fight up to -644 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 205] amazing unstoppable force salve [power 205]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 66% cooldown modifier. Increases all saves by 205 and healing factor by half Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. |
amazing water salve [power 51] amazing water salve [power 51]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 66% cooldown modifier. Remove 3 mental effects and grants a water aura (51% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
![]() 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. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% mind Res.pen +29% light +29% mind On Hit (Melee): * 23% chance to reduce all saves and defense by 40 ----- def ----- Resists +21% cold Disarm- +23% ---------- misc Max.stam +35.11 Blast the opponent's mind dealing 248 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% light Res.pen +10% light Melee Ret 6 darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% temporal +6% fire +12% light +6% nature Setup a psionic shield, reducing all damage taken by 113 for 5 turns Puts all charms on 15 cooldown 100% to increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +21% lightning +15% temporal Res.pen +26% lightning On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +18% lightning +6% fire Def/telep +16 Res/telep +16% Dur/telep +16% Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 68% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 30 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 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. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Mind.pwr +25 (+6 eff.) Res.pen +26% light ----- def ----- Crit.dmg- 15.52% Mind.save +9 (+2 eff.) ---------- misc Infravis +3 Fire a magical bolt dealing 418 lightning damage Puts all charms on 9 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 293.76 temporal and 394.56 darkness damage (based on Magic). Uses 12 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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 Ara the Skeleton Archer level 41
72nd Haze 123rd year of Ascendancy at 15:32 see stats
By Ara the Skeleton Archer level 50
42nd Pyre 124th year of Ascendancy at 07:38 see stats
By Ara the Skeleton Archer level 40
21st Haze 123rd year of Ascendancy at 16:11 see stats
By Ara the Skeleton Archer level 49
5th Regrowth 124th year of Ascendancy at 09:56 see stats
By Ara the Skeleton Archer level 47
7th Allure 124th year of Ascendancy at 07:46 see stats
By Ara the Skeleton Archer level 50
1st Mirth 124th year of Ascendancy at 07:27 see stats
By Ara the Skeleton Archer level 50
30th Pyre 124th year of Ascendancy at 09:13 see stats
By Ara the Skeleton Archer level 50
26th Pyre 124th year of Ascendancy at 11:23 see stats
By Ara the Skeleton Archer level 44
4th Decay 123rd year of Ascendancy at 14:59 see stats
By Ara the Skeleton Archer level 24
78th Dusk 122nd year of Ascendancy at 04:15 see stats
By Ara the Skeleton Archer level 48
2nd Regrowth 124th year of Ascendancy at 19:48 see stats
By Ara the Skeleton Archer level 32
14th Regrowth 123rd year of Ascendancy at 11:55 see stats
By Ara the Skeleton Archer level 50
36th Pyre 124th year of Ascendancy at 16:41 see stats
By Ara the Skeleton Archer level 46
4th Allure 124th year of Ascendancy at 10:18 see stats
By Ara the Skeleton Archer level 43
80th Haze 123rd year of Ascendancy at 19:11 see stats
By Ara the Skeleton Archer level 32
4th Regrowth 123rd year of Ascendancy at 08:40 see stats
By Ara the Skeleton Archer level 28
19th Haze 122nd year of Ascendancy at 00:55 see stats
By Ara the Skeleton Archer level 20
55th Dusk 122nd year of Ascendancy at 20:58 see stats
By Ara the Skeleton Archer level 35
38th Pyre 123rd year of Ascendancy at 16:25 see stats
By Ara the Skeleton Archer level 50
43rd Dusk 124th year of Ascendancy at 16:02 see stats
By Ara the Skeleton Archer level 46
4th Allure 124th year of Ascendancy at 12:13 see stats
By Ara the Skeleton Archer level 50
51st Regrowth 124th year of Ascendancy at 13:34 see stats
By Ara the Skeleton Archer level 20
57th Dusk 122nd year of Ascendancy at 05:26 see stats
By Ara the Skeleton Archer level 48
7th Allure 124th year of Ascendancy at 09:53 see stats
By Ara the Skeleton Archer level 30
37th Haze 122nd year of Ascendancy at 23:02 see stats
By Ara the Skeleton Archer level 10
2nd Dusk 122nd year of Ascendancy at 14:02 see stats
By Ara the Skeleton Archer level 20
53rd Dusk 122nd year of Ascendancy at 23:46 see stats
By Ara the Skeleton Archer level 30
24th Haze 122nd year of Ascendancy at 07:46 see stats
By Ara the Skeleton Archer level 40
21st Haze 123rd year of Ascendancy at 10:27 see stats
By Ara the Skeleton Archer level 50
51st Regrowth 124th year of Ascendancy at 05:10 see stats
By Ara the Skeleton Archer level 32
26th Regrowth 123rd year of Ascendancy at 02:24 see stats
By Ara the Skeleton Archer level 50
41st Dusk 124th year of Ascendancy at 23:20 see stats
By Ara the Skeleton Archer level 36
62nd Pyre 123rd year of Ascendancy at 16:00 see stats
By Ara the Skeleton Archer level 50
58th Pyre 124th year of Ascendancy at 19:18 see stats
By Ara the Skeleton Archer level 31
63rd Haze 122nd year of Ascendancy at 21:04 see stats
By Ara the Skeleton Archer level 30
25th Haze 122nd year of Ascendancy at 08:44 see stats
By Ara the Skeleton Archer level 26
14th Haze 122nd year of Ascendancy at 02:05 see stats
By Ara the Skeleton Archer level 20
67th Dusk 122nd year of Ascendancy at 21:58 see stats
By Ara the Skeleton Archer level 19
53rd Dusk 122nd year of Ascendancy at 20:55 see stats
By Ara the Skeleton Archer level 43
80th Haze 123rd year of Ascendancy at 21:06 see stats
By Ara the Skeleton Archer level 11
8th Dusk 122nd year of Ascendancy at 06:32 see stats
By Ara the Skeleton Archer level 8
7th Mirth 122nd year of Ascendancy at 03:05 see stats
By Ara the Skeleton Archer level 50
41st Dusk 124th year of Ascendancy at 12:14 see stats
By Ara the Skeleton Archer level 30
38th Haze 122nd year of Ascendancy at 20:53 see stats
By Ara the Skeleton Archer level 23
74th Dusk 122nd year of Ascendancy at 17:41 see stats
By Ara the Skeleton Archer level 49
25th Regrowth 124th year of Ascendancy at 21:43 see stats
By Ara the Skeleton Archer level 20
55th Dusk 122nd year of Ascendancy at 04:13 see stats
By Ara the Skeleton Archer level 13
16th Dusk 122nd year of Ascendancy at 07:06 see stats
By Ara the Skeleton Archer level 39
20th Haze 123rd year of Ascendancy at 15:02 see stats
By Ara the Skeleton Archer level 50
25th Pyre 124th year of Ascendancy at 06:47 see stats
Log
You gain 4.30 gold from the transmogrification of shimmering elm magestaff of protection (10-12 power, 2 apr, arcane element).
You gain 12.99 gold from the transmogrification of lifebinding dragonbone vilestaff of channeling (30-36 power, 6 apr, darkness element).
You gain 25.00 gold from the transmogrification of drakeskin leather sling 'Haredunarin'.
You gain 5.81 gold from the transmogrification of quick voratun mace of erosion (44.5-62.3 power, 6 apr).
You gain 11.71 gold from the transmogrification of caustic voratun greatsword (63.5-101.6 power, 4 apr).
You gain 25.00 gold from the transmogrification of Glintquencher the voratun greatsword (62.5-100 power, 4 apr).
You gain 1.20 gold from the transmogrification of arcing steel battleaxe of massacre (31.5-47.25 power, 2 apr).
You gain 25.00 gold from the transmogrification of Unlightbreacher the voratun battleaxe (57-85.5 power, 4 apr).
You gain 30.00 gold from the transmogrification of 2 schematic: Weapon Automaton: One Handed.
You gain 6.00 gold from the transmogrification of schematic: Spike Attachment.
You gain 2.35 gold from the transmogrification of shielding rune (absorb 452; dur 8; cd 17).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Ara uses Steady Shot.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the east (storm drake hatchling)).
Ara uses Steady Shot.
Ara deactivates Concealment.
Ara revels in the pain.
Ara's Steady Shot performs a ranged critical strike against Storm drake hatchling!
Ara's Steady Shot hits Storm drake hatchling for 4490 physical damage.
Ara's Steady Shot killed Storm drake hatchling!
Ara deactivates Precise Strikes.
Ara deactivates Premonition.
Ara no longer feels strong.
Ara deactivates Chant of Fortitude.
Ara deactivates Aim.
Ara deactivates Intuitive Shots.