











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.2This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Male |
| Race | Ogre |
| Class | Archer |
| Level / Exp | 27 / 30% |
| Size | big |
| Lifes / Deaths | Killed by Lisalaith the sandworm at level 19 on the 18th Haze 122nd year of Ascendancy at 03:31 0 / 8Killed by Lisawe the snow giant at level 20 on the 7th Decay 122nd year of Ascendancy at 16:28 Killed by Burb the snow giant champion at level 21 on the 8th Decay 122nd year of Ascendancy at 13:32 Killed by elven cultist at level 25 on the 32nd Regrowth 123rd year of Ascendancy at 20:31 Killed by worm that walks at level 26 on the 42nd Regrowth 123rd year of Ascendancy at 13:26 Killed by Isletha the greater teluvorta at level 27 on the 48th Regrowth 123rd year of Ascendancy at 05:59 Killed by Velytira the telugoroth at level 27 on the 48th Regrowth 123rd year of Ascendancy at 13:31 Killed by Velytira the telugoroth at level 27 on the 48th Regrowth 123rd year of Ascendancy at 13:35 |
Primary Stats
| Strength | 48 (base 31) |
| Dexterity | 68 (base 58) |
| Constitution | 21 (base 10) |
| Magic | 52 (base 32) |
| Willpower | 18 (base 10) |
| Cunning | 30 (base 12) |
Resources
| Life | -121/799 |
| Stamina | 198/198 |
| Healing Factor | 1.0948044672221 |
| Regeneration | 3.7770754119162 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 26.446758763835 |
| See Invisible | 29.446758763835 |
Offense: Mainhand
| Damage | 155 |
| Accuracy | 51 |
| Crit Chance | 24% |
| APR | 19 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Temporal | +6% |
| Physical | +7% |
| Arcane | +11% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Mind | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 13 (49.007671158813%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 26 |
| Mental Save | 31 |
Defense: Resistances
| Nature | + 3%( 70%) |
| Temporal | + 8%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 20% |
| Confusion Resistance | 32% |
| Silence Resistance | 23% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 394 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost tinker from death by Mayodherassra the giant venus flytrap. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. The fortress's current energy level is: 2. | 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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
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! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Silence- +23% Confus- +22% Stun/Frz- +21% Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of yew arrows of daylight (14/22, 46-65 power, 10 apr)3.0 T3 arrow ammo [Ego+] Arcane/Master Power 46.5 - 65.1 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +11.0% Capacity 22 Ranged+ +14 light Against +23% Undead On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Pusrend2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +6% mind +3% nature Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ce'Nilemira the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag +3 Cun +2 Con dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.mana +11.00 Light +1 See.Invis +3 A pointy cloth hat, very wizardly... |
| Tool | extending yew wand of lightning storm [power 248] (13 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
| On fingers | sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
| Around waist | Jetsever the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +8 Wil dps ---------- Phys.crit +2.0% Spell.crit +5% Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +6% fire +7% cold Mind.save +7 (+3 eff.) Max.HP +52.00 A belt that goes around your waist. |
| In main hand | Poralaith the elven-wood longbow4.0 T4 longbow 2H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Range +9 While equipped: Stats +8 Str +5 Con dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +25% mind +10% physical ----- def ----- Phys.save +9 (+5 eff.) Die.at -80.00 life Longbows are used to shoot arrows at your foes. |
| On hands | temporal drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +3 Dex dps ---------- Melee+ 9 temporal Ranged+ 7 temporal Dmg.mod +6% temporal Acc +7 (+2 eff.) Apr +9 ----- def ----- Armour +3 Resists +8% temporal Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: * 14% chance to gain 10% of a turn (3/turn limit) Steady Shot: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rejuvenating hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% cold HP.reg +3.20 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
| Cloak | linen cloak 'Eilinuba' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +3 Dex +4 Cun +1 Con dps ---------- Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | enraging stralite amulet0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 620%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 620% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 476%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 increase movement speed by 476% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 236; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 330; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
starlit gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +13% light +10% darkness Blind- +23% Amulets make your neck look great! |
rogue's copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% blight ----- def ----- Defense +6 (+2 eff.) Resists +10% blight Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.48 cold and 10.14 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring 'Duvosta'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil +4 Mag dps ---------- S.pwr/crit +10 Phasing +30% Melee Ret 4 acid ----- def ----- Spell.save +8 (+4 eff.) ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Hettelathafast the quiver of ash arrows (24/24, 35-49 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 35.0 - 49.0 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 24 Ranged+ +12 mind On Hit: * 20% chance to slow global speed by 41% * 20 arcane resource burn On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
arcing quiver of ash arrows of daylight (17/17, 21-29 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +11 light Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Arrows are used with bows to pierce your foes to death. |
Vestments of the Conclave (0 def, 0 armour) =Mag+6=2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+6 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Skysorrow (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +18% arcane Res.pen +20% arcane Melee Ret 4 lightning ----- def ----- Armour +11 Fatigue +22% Resists +15% lightning +12% arcane +6% light Spell.save +15 (+8 eff.) A suit of armour made of metal plates. |
Yvoba the Healrage (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% acid +9% fire +6% nature ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawnbiter (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +5 Dex +3 Mag dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 Resists +3% fire ---------- misc Light +1 Infravis +1 A pair of boots made of leather. |
Salima (0 def, 2 armour) =Mag+4=1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Crit.mult +10.00% Dmg.mod +6% arcane +6% blight Res.pen +10% blight ----- def ----- Armour +2 ---------- misc Max.vim +30.00 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 arcane On Crit.r2 +10 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Radiancerip' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% nature +12% light Res.pen +5% light Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +12% acid Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +8.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of archery (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +9 Crit +3.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Tarrunaridil' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Melee+ 6 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +4% physical Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Dex, 50% Mag 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. |
polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 5 cold Dmg.mod +3% cold ----- def ----- Armour +2 Fatigue +3% Resists +5% cold Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Miretrencher (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% fire Res.pen +15% nature +5% acid ----- def ----- Armour +3 Fatigue +5% Resists +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm of the depths (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% cold +11% light +10% darkness ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dawnstreak the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Mind.crit +3% Phys.pwr +20 (+5 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +11% darkness Spell.save +7 (+4 eff.) Mind.save +10 (+5 eff.) ---------- misc Stam/turn +2.00 Light +2 Circle of Sanctity: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 11 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 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. |
10 spinel0.0 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. |
10 ametrine0.0 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. |
7 citrine0.0 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. |
10 zircon0.0 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. |
8 aquamarine0.0 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. |
6 opal0.0 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
5 amethyst0.0 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. |
3 onyx0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +10% blight +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. It was hardened by the digestive sack. |
3 quartz0.0 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. |
amber0.0 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. |
137 alchemist agate0.0 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. |
Tooth of the Mouth (dig speed 12 turns)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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Winteroracle [power 190] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Apr +2 ----- def ----- Resists +12% light +9% cold Phys.save +9 (+5 eff.) Blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Illusory Castle"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. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Lets Arrow Some Fools the Ogre Archer level 27
43rd Regrowth 123rd year of Ascendancy at 04:33 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Lets Arrow Some Fools the Ogre Archer level 18
18th Haze 122nd year of Ascendancy at 00:27 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lets Arrow Some Fools the Ogre Archer level 15
58th Dusk 122nd year of Ascendancy at 04:11 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Lets Arrow Some Fools the Ogre Archer level 18
18th Haze 122nd year of Ascendancy at 00:01 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lets Arrow Some Fools the Ogre Archer level 25
29th Regrowth 123rd year of Ascendancy at 19:58 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lets Arrow Some Fools the Ogre Archer level 27
43rd Regrowth 123rd year of Ascendancy at 04:00 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Lets Arrow Some Fools the Ogre Archer level 10
1st Summertide 122nd year of Ascendancy at 19:24 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Lets Arrow Some Fools the Ogre Archer level 20
62nd Haze 122nd year of Ascendancy at 11:33 see stats
Myths of an age past (Nightmare (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Lets Arrow Some Fools the Ogre Archer level 27
43rd Regrowth 123rd year of Ascendancy at 04:33 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Lets Arrow Some Fools the Ogre Archer level 19
57th Haze 122nd year of Ascendancy at 11:39 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Lets Arrow Some Fools the Ogre Archer level 25
29th Regrowth 123rd year of Ascendancy at 14:50 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Lets Arrow Some Fools the Ogre Archer level 27
43rd Regrowth 123rd year of Ascendancy at 04:33 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Lets Arrow Some Fools the Ogre Archer level 7
3rd Mirth 122nd year of Ascendancy at 09:18 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Lets Arrow Some Fools the Ogre Archer level 27
43rd Regrowth 123rd year of Ascendancy at 04:33 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lets Arrow Some Fools the Ogre Archer level 19
38th Haze 122nd year of Ascendancy at 00:21 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Lets Arrow Some Fools the Ogre Archer level 13
5th Dusk 122nd year of Ascendancy at 23:52 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Lets Arrow Some Fools the Ogre Archer level 15
1st Haze 122nd year of Ascendancy at 05:46 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Lets Arrow Some Fools the Ogre Archer level 25
31st Regrowth 123rd year of Ascendancy at 19:42 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Lets Arrow Some Fools the Ogre Archer level 16
8th Haze 122nd year of Ascendancy at 06:16 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Lets Arrow Some Fools the Ogre Archer level 27
48th Regrowth 123rd year of Ascendancy at 13:31 see stats
Log
Velytira the telugoroth's Volley killed Lets Arrow Some Fools!
The Blood of Life rushes through your dead body. You come back to life!
Personal New Achievement: Unstoppable (Nightmare (Adventure) difficulty)!
Saving done.
Saving game...
Lets Arrow Some Fools shoots!
Saving done.
Lets Arrow Some Fools is poisoned!
Velytira the telugoroth's Volley hits Lets Arrow Some Fools for 159 physical, 8 light, 7 fire (173 total damage).
Velytira the telugoroth's Steady Shot hits Lets Arrow Some Fools for 199 physical, 8 light, 7 fire (213 total damage).
Velytira the telugoroth uses Steady Shot.
Velytira the telugoroth receives 16 healing from Deadly Poison from Velytira the telugoroth.
Deadly Poison from Velytira the telugoroth hits Lets Arrow Some Fools for 37 nature damage.
Lets Arrow Some Fools's Shoot hits Velytira the telugoroth for 165 physical, 11 light, 2 temporal (177 total damage).
Lets Arrow Some Fools shoots!
Velytira the telugoroth shoots!
Velytira the telugoroth's Steady Shot performs a ranged critical strike against Lets Arrow Some Fools!
Velytira the telugoroth's Steady Shot hits Lets Arrow Some Fools for 257 physical, 8 light, 7 fire, 17 acid, 8 nature (296 total damage).
Velytira the telugoroth receives 22 healing from Deadly Poison from Velytira the telugoroth.
Deadly Poison from Velytira the telugoroth hits Lets Arrow Some Fools for 50 nature damage.
Lets Arrow Some Fools's Shoot hits Velytira the telugoroth for 104 physical damage.
Lets Arrow Some Fools uses Track.
Lets Arrow Some Fools's Shoot killed Velytira the telugoroth!
Velytira the telugoroth's Shoot hits Lets Arrow Some Fools for 97 physical, 8 light, 7 fire (112 total damage).
Poison bursts out of Lets Arrow Some Fools's corpse!
Talent Steady Shot is ready to use.
Velytira the telugoroth receives 22 healing from Deadly Poison from Velytira the telugoroth.
Deadly Poison from Velytira the telugoroth hits Lets Arrow Some Fools for 50 nature damage.
Lets Arrow Some Fools the level 27 ogre archer was naturalised to death by Velytira the telugoroth and lost outside time on level 1 of Temporal Rift.





































































































