










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows 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 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 23 / 71% |
Size | medium |
Lifes / Deaths | Killed by Aratariad the giant at level 15 on the 25th Haze 122nd year of Ascendancy at 17:31 0 / 6Killed by faerlhing at level 20 on the 57th Regrowth 123rd year of Ascendancy at 14:43 Killed by Aremira the orc elite fighter at level 21 on the 58th Regrowth 123rd year of Ascendancy at 06:53 Killed by fire wyrm at level 21 on the 58th Regrowth 123rd year of Ascendancy at 15:07 Killed by Gloritha the slaver at level 21 on the 68th Regrowth 123rd year of Ascendancy at 16:11 Killed by Urkis, the High Tempest at level 23 on the 77th Pyre 123rd year of Ascendancy at 08:12 |
Primary Stats
Strength | 17 (base 11) |
Dexterity | 51 (base 46) |
Constitution | 38 (base 31) |
Magic | 10 (base 10) |
Willpower | 23 (base 10) |
Cunning | 51 (base 33) |
Resources
Life | -67/523 |
Steam | 70/100 |
Stamina | 98/198 |
Equilibrium | 18 |
Healing Factor | 1.2102122670884 |
Regeneration | 8.7740389363906 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 13 |
See Stealth | 47.953047061531 |
See Invisible | 59.953047061531 |
Offense: Mainhand
Damage | 34 |
Accuracy | 47 |
Crit Chance | 26% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 47 |
Crit Chance | 26% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Mind | +6% |
Nature | +20% |
Darkness | +3% |
Physical | +12% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Nature | +13% |
Fire | +15% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 23 (38.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 21 |
Mental Save | 28 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 21%( 70%) |
Cold | + 26%( 70%) |
All | + 7%( 70%) |
Lightning | + 39%( 70%) |
Temporal | + 10%( 70%) |
Darkness | + 10%( 70%) |
Fire | + 10%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -314 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 628 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
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 133% efficiency and cooldown mod of 79%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.40 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed ice ant stinger. * You've found the needed chunk of ghoul flesh. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of squid ink. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold Stealth +4 ---------- misc Light +1 Talents +2 Moss Tread Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% Resists +9% blight +6% lightning Phys.save +3 (+2 eff.) ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +1% Melee+ 8 lightning Dmg.mod +6% lightning +15% nature Res.pen +10% nature On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +3% darkness ---------- misc Equi/ret +0.12 Talents +3 Spring Grapple Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% darkness Res.pen +25% darkness ----- def ----- Resists +3% temporal Silence- +10% ---------- misc Max.hate +4.00 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +12% physical Res.pen +20% mind ----- def ----- Armour +4 Phys.save +9 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Wil +5 Cun +2 Con dps ---------- Mind.crit +4% Crit.mult +5.00% Mind.pwr +8 (+3 eff.) Dmg.mod +6% mind ----- def ----- Mind.save +3 (+1 eff.) ---------- misc See.Invis +12 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Masteries +0.10 Cunning/Scoundrel Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +7% Unnatural On Hit.r1 +60 20% chance of physical repulsion 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% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% fire Melee Ret 4 darkness ----- def ----- Fatigue -12% Resists +6% acid +3% fire +6% lightning +6% blight ---------- misc Max.enc +30 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +60 20% chance of physical repulsion While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +5% nature Res.pen +3% nature ----- def ----- Resists +2% nature ---------- misc Talents +1 Attune Mindstar 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. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +5 Con dps ---------- Phys.crit +6.0% Phasing +20% Melee Ret 4 physical ----- def ----- Armour +10 Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning HP.reg +6.00 Poison- +100% Disease- +50% Cut- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 49.71 to 149.14 lightning damage (99.43 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 127% efficiency and cooldown mod of 61%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 218 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 170 strength, based on Magic) for 5 turns. Uses 20 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Masteries +0.15 Wild-gift/Mindstar mastery Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 8% ----- def ----- Resists +3% lightning Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% lightning Res.pen +5% physical Melee Ret 8 cold ----- def ----- Defense +6 (+2 eff.) Phys.save +3 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Resists +3% lightning +3% temporal +5% arcane Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +20% ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Nature/Psionic Power 23.0 - 34.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 nature +9 darkness Against +13% Living Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 fire On Crit.r2 +20 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +15% temporal Res.pen +10% arcane Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 28 [Unique] Steamtech Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 18 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +4 nature On Crit.r2 +12 fire On Hit: * 10% chance to slow global speed by 51% * 20% chance to reduce all saves and defense by 25 While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +9% fire Res.pen +10% fire ----- def ----- Heal.mod +14% Heal/summ +28 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Disrupt/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit.r2 +12 acid While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +3% mind +7% physical Res.pen +4% physical ----- def ----- Resists +7% physical +3% mind +4% all Max.HP +19.00 HP.reg +1.10 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.pwr +3 (+1 eff.) Against +18% Summoned ----- def ----- D.Red.from +16% Summoned Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 9% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (53 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (91 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 15 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +7% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 47.26 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% nature ----- def ----- Armour +1 Resists +3% nature +9% cold Unarmed combat: Power 10.5 - 11.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Str +3 Dex +5 Mag dps ---------- S.pwr/crit +6 Dmg.mod +5% arcane +9% blight ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Mag +2 Wil +2 Cun dps ---------- Crit.mult +5.00% Mind.pwr +3 (+1 eff.) S.pwr/crit +6 Dmg.mod +3% arcane ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane ---------- misc Mana/turn +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Wil +5 Con dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +1 Fatigue +1% Crit.chn- 15.00% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: Stats +1 Str +3 Con dps ---------- Res.pen +10% cold Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +3% cold +5% arcane +6% nature Spell.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- Dmg.mod +9% mind Melee Ret 6 fire On Melee Ret: * 13% chance to reduce armor by 8% ----- def ----- Armour +13 Fatigue +8% Resists +11% acid Crit.chn- 10.00% Max.HP +80.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd 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 34.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 34.30 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str dps ---------- Res.pen +10% darkness Apr +1 ----- def ----- Resists +3% mind +6% darkness Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
potent frost salve [power 13] potent frost salve [power 13]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
potent healing salve [power 167] potent healing salve [power 167]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 167 Puts Talent Medical Injector on 13 cooldown 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 T2 shot ammo [Rare] Master Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 17 Ranged+ +8 acid On Hit.r1 +12 nature +16 acid On Crit.r2 +20 acid On Hit: * 20% chance to slow global speed by 51% * 10% chance to reduce armor by 8% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Master Power 19.0 - 22.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 48 Ranged+ +20 nature +20 fire On Hit.r1 +8 nature On Crit.r2 +8 mind On Hit: * 20% chance to reduce all saves and defense by 25 While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 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 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% cold +9% fire Res.pen +15% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% temporal Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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 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 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 Rala the Cornac Rogue level 17
31st Haze 122nd year of Ascendancy at 12:18 see stats
By Rala the Cornac Rogue level 20
57th Regrowth 123rd year of Ascendancy at 13:55 see stats
By Rala the Cornac Rogue level 23
38th Pyre 123rd year of Ascendancy at 18:49 see stats
By Rala the Cornac Rogue level 10
8th Mirth 122nd year of Ascendancy at 17:56 see stats
By Rala the Cornac Rogue level 20
2nd Regrowth 123rd year of Ascendancy at 03:18 see stats
By Rala the Cornac Rogue level 20
56th Regrowth 123rd year of Ascendancy at 07:09 see stats
By Rala the Cornac Rogue level 21
58th Regrowth 123rd year of Ascendancy at 14:54 see stats
By Rala the Cornac Rogue level 8
6th Mirth 122nd year of Ascendancy at 12:56 see stats
By Rala the Cornac Rogue level 17
34th Haze 122nd year of Ascendancy at 18:13 see stats
Log
Deadly Poison from Rala hits Urkis, the High Tempest for 42 nature damage.
Rala receives 18 healing from Deadly Poison from Rala.
Ran for 2 turns (stop reason: taken damage).
Rala is no longer focused on penetrating defenses.
Hurricane from Urkis, the High Tempest hits Rala for 70 lightning damage.
Deadly Poison from Rala hits Urkis, the High Tempest for 39 nature damage.
Rala receives 17 healing from Deadly Poison from Rala.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Hurricane from Urkis, the High Tempest hits Rala for 119 lightning damage.
Rala uses Disengage.
Rala deactivates Stealth.
Rala is moving at extreme speed!
Urkis, the High Tempest is no longer poisoned.
Talent Expose Weakness is ready to use.
Talent Garrote is ready to use.
Hurricane from Urkis, the High Tempest hits Rala for 97 lightning damage.
Urkis, the High Tempest casts Arcane Reconstruction.
Urkis, the High Tempest receives 305 healing.
Rala activates her Gunozilalin the Nightnoon!
Rala slows down.
Rala receives 133 healing.
Rala has finished recovering.
Talent Dual Strike is ready to use.
Hurricane from Urkis, the High Tempest hits Rala for 133 lightning damage.
Rala the level 23 cornac rogue was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.