









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Items Vault 1.5.0Donators/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. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Better Item Description 1.5.5This 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 Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 50 / 627% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 15 on the 3rd Allure 123rd year of Ascendancy at 02:12 0 / 9Killed by overpowered greater multi-hued wyrm at level 37 on the 52nd Haze 124th year of Ascendancy at 08:30 Killed by storm wyrm at level 50 on the 40th Haze 125th year of Ascendancy at 11:02 Killed by champion of Urh'Rok at level 50 on the 48th Haze 125th year of Ascendancy at 17:36 Killed by Layovena the worm that walks at level 50 on the 50th Haze 125th year of Ascendancy at 00:52 Killed by forge-giant at level 50 on the 50th Haze 125th year of Ascendancy at 03:20 Killed by Argoniel at level 50 on the 51st Haze 125th year of Ascendancy at 13:41 Killed by Elandar at level 50 on the 51st Haze 125th year of Ascendancy at 14:51 Killed by Elandar at level 50 on the 51st Haze 125th year of Ascendancy at 15:04 |
Primary Stats
Strength | 165 (base 66) |
Dexterity | 154 (base 60) |
Constitution | 90 (base 66) |
Magic | 80 (base 60) |
Willpower | 89 (base 66) |
Cunning | 129 (base 63) |
Resources
Life | -1085/2363 |
Stamina | 520/520 |
Equilibrium | 0 |
Healing Factor | 1.4615384615385 |
Regeneration | 31.412461900978 |
Speed
Mental | +8.59% |
Attack | +8.59% |
Movement | +34.6% |
Spell | +8.59% |
Global | +111.8% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 86.969406653273 |
See Invisible | 86.969406653273 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 441 |
Accuracy | 87 |
Crit Chance | 65% |
APR | 44 |
Speed | 0.64 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 46% |
Speed | 0.92089511004697 |
Offense: Mind
Mindpower | 101 |
Crit Chance | 46% |
Speed | 0.92089511004697 |
Offense: Damage Bonus
Acid | +17% |
Fire | +27% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Acid | +15% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 74.422037089062 (97.241379310345%) |
Defense | 45 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 59 |
Mental Save | 55 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 2%( 70%) |
Cold | + 3%( 70%) |
All | -5%( 70%) |
Lightning | + 18%( 70%) |
Light | + 11%( 70%) |
Darkness | + 19%( 70%) |
Fire | + 3%( 70%) |
Mind | + 33%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 128 with a minimum range of 15. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 680 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Sniper | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Munitions | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured psion from death by Xerekira the grave wight. Escort: injured psion (level 8 of Dreadfell) | failed |
You failed to protect the injured wilder from death by wretchling. Escort: injured wilder (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1085. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs 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 | ![]() 2.0 T5 feet armor [Unique] Arcane While equipped: Stats +8 Cun +4 Dex ----- def ----- Armour +1 Defense +7 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.10 Spell/Temporal Blink to a nearby random location within range 14 (based on Magic). Uses 18 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Quiver | ![]() 3.0 T5 arrow ammo [Ego++] Arcane/Master Power 73.0 - 102.2 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +29 Crit +18.0% Capacity 22 Proj.spd +200% Ranged+ +15 blight On Hit: 10% Epidemic 5 On Hit: * 17% chance to disease Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 64 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 36.13 cold damage and 36.13 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() 3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +4 Fatigue +4% Resists +10% acid +8% fire +8% cold +10% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Wil +4 Cun +6 Con ----- def ----- Crit.dmg- 15.00% ---------- misc Telepathy Dragon Talents +4 Rushing Claws Cooldown Rushing Claws -1 Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Dex +11 Con dps ---------- Res.pen +15% acid +15% mind ----- def ----- Resists +15% acid Phys.save +14 (+4 eff.) ---------- misc Telepathy Dragon Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +13 Cun +14 Dex dps ---------- Res.pen +15% nature Acc +9 (+2 eff.) ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Telepathy Dragon Rings can have magical properties. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.8 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 74 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 143% Range +10 Proj.spd +200% Ranged+ +8 acid +21 fire On Hit: * Slows global speed by 40% While equipped: dps ---------- Dmg.mod +17% acid +27% fire ----- def ----- Armour +4 Resists +3% acid +3% darkness +6% lightning Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +9 Dex +10 Mag +9 Wil +12 Cun dps ---------- Phys.pwr +17 (+2 eff.) Melee+ 19 arcane Acc +9 (+2 eff.) Apr +15 ----- def ----- Armour +3 Resists +12% acid +7% arcane +6% lightning Stun/Frz- +20% Steady Shot: Puts all charms on 16 cooldown Level 4.5 Pwr.cost 16 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 12 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 44% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% mind Confus- +21% Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 8 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (92% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 752 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Melee Ret 8 acid ----- def ----- Defense +8 (+2 eff.) Resists +6% light +15% cold Confus- +20% Stun/Frz- +20% Knockbk- +10% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +10% arcane ----- def ----- Resists +9% blight Spell.save +12 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +100.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Cun +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 14 bleed Ranged+ 10 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +6 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- HP.reg +1.90 Stun/Frz- +26% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Acc +16 (+3 eff.) Apr +12 ----- def ----- Defense +17 (+5 eff.) Disengage: Puts all charms on 8 cooldown Level 2.4 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +10 Str ----- def ----- Armour +20 Resists +30% acid +19% fire +30% cold +28% lightning Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon [Ego] Nature/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Crit.mult +19.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% cold On Hit (Melee): * 19% chance to blind ----- def ----- Defense +15 (+5 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 115.25 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +12% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness ----- def ----- Phys.save +13 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +11 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +18 (+4 eff.) Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 10) dealing 124.11 to 148.94 fire damage Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Nature Power 54.0 - 81.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +8 temporal On Hit: * 49% chance to daze at end of turn * 54% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Mind.crit +3% Res.pen +21% lightning On Hit (Melee): * 50% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +6.00 Light +3 Infravis +4 Telepathy Dragon Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Arcane Power 56.5 - 84.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +28 fire Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 57.5 - 86.3 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +41 ice While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +19 Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 70.5 - 105.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% physical Acc +21 (+4 eff.) Apr +21 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 87.5 - 131.3 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% physical Acc +21 (+4 eff.) Apr +21 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 61.0 - 97.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +28 fire While equipped: dps ---------- All.spd +7% Res.pen +19% fire Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Disrupt Power 61.5 - 98.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Against +42% Unnatural On Crit.r2 +27 fire While equipped: Stats +10 Wil dps ---------- All.spd +8% Res.pen +21% fire Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Nature/Master Power 83.5 - 133.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +84 insidious poison Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 62.5 - 100.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +21 (+4 eff.) Apr +21 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 59.5 - 95.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +20 (+4 eff.) Apr +21 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Ego] Nature/Master Power 43.0 - 60.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 nature +20 temporal While equipped: dps ---------- Acc +14 (+3 eff.) ----- def ----- Defense +15 (+5 eff.) Disarm- +48% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Disrupt Power 41.0 - 57.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Against +30% Unnatural On Hit: * disrupts spell-casting Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane Power 44.5 - 62.3 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +30 blight On Hit: * 30% chance to disease Sharp, long, and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Disrupt/Master Power 36.5 - 47.5 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +10 nature On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +38% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 37.5 - 48.8 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% physical Res.pen +10% physical Apr +12 Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 15.0 - 16.5 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Phys.save +9 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Equi/ret +2.40 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature This natural fire should be returned to the wyrm. Power 16.5 - 18.2 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +6% Dmg.mod +20% fire Res.pen +17% fire Melee Ret 10 fire ----- def ----- Resists +20% fire 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 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). 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. |
![]() 4.0 T3 longbow 2H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit.r1 +4 lightning While equipped: Stats +8 Dex dps ---------- Dmg.mod +6% mind Res.pen +10% mind +29% physical ---------- misc Max.psi +20.00 Telepathy Demon/Minor Demon/Major All Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 T5 longbow 2H weapon [Ego] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +9 Dex +8 Con dps ---------- Res.pen +36% physical ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 308 life over 5 turns Puts all charms on 16 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +30 lightning While equipped: Stats +6 Str dps ---------- Phys.pwr +17 (+2 eff.) Dmg.mod +21% lightning Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 arrow ammo [Rare] Master Power 45.5 - 63.7 Arcane Uses 40% Wil, 70% Dex, 50% Mag 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 15 Ranged+ +4 acid +24 arcane On Hit.r1 +12 acid On Crit.r2 +8 acid Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego] Psionic Power 53.5 - 74.9 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 21 Ranged+ +75 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego] Master/Psionic Power 52.5 - 73.5 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Acc +21 Apr +18 Crit +3.0% Capacity 19 Ranged+ +29 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego] Nature Power 56.5 - 79.1 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 22 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo [Normal] Power 52.5 - 63.0 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 25 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego] Master Power 53.0 - 63.6 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Acc +25 Apr +6 Crit +7.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Arcane/Psionic Power 60.5 - 72.6 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Apr +18 Crit +7.0% Capacity 61 Rld cld 2 On Hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 10 acid Melee Ret 33 acid ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +30% lightning ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Arcane/Master While equipped: Stats +4 Con ----- def ----- Armour +14 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +20% light +19% darkness Phys.save +14 (+4 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Normal] While equipped: ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: Stats +5 Str +4 Dex dps ---------- Crit.mult +6.00% Apr +4 ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +16% Resists +24% acid Phys.save +6 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 19 physical ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Max.HP +60.00 A suit of armour made of mail. |
![]() 17.0 T3 massive armor [Random Unique] Disrupt/Master While equipped: ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +18% acid +18% cold +14% nature +15% blight D.Red.from +5% Unnatural Phys.save +6 (+2 eff.) Blind- +5% Silence- +10% Stun/Frz- +35% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego++] Arcane While equipped: Stats +6 Str +7 Mag +4 Wil +7 Con dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +4% Phys.pwr +18 (+3 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +16 (+3 eff.) ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +39% Resists +18% lightning +9% fire -18% light +8% darkness Phys.save +8 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego+] Arcane/Master While equipped: Stats +10 Str +9 Mag +10 Wil dps ---------- Phys.crit +10.0% Spell.crit +9% Mind.crit +10% Phys.pwr +25 (+4 eff.) Spell.pwr +25 (+6 eff.) Mind.pwr +25 (+4 eff.) Melee Ret 20 physical ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +18% lightning A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +9 Str +3 Cun +3 Con dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +6% fire Res.pen +20% fire ----- def ----- Mind.save +9 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Stealth +7 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Phys.save +15 (+4 eff.) Mind.save +13 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% nature ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +8% temporal Crit.dmg- 10.00% ---------- misc See.Invis +24 Telepathy Humanoid/Orc A pair of boots made of leather. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 26 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% HP.reg +4.80 Heal.mod +30% ---------- misc Stam/turn +1.30 Max.stam +33.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 10 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 136.88 fire damage and 107.78 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +7 Wil +7 Mag dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +3 Wil +5 Con dps ---------- Melee+ 10 acid 10 fire 10 cold 10 lightning Dmg.mod +8% acid +8% fire +8% lightning +8% cold ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% lightning +15% cold ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +7 Dex dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +6% lightning +15% physical ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +5% Resists +13% blight +13% darkness Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) ---------- misc Infravis +4 Circle of Sanctity: (Instant) Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +13 (+4 eff.) ---------- misc Light +9 See.Stealth +25 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (142 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 64 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T5 totem charm [Ego] Nature Remove up to 5 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Heal a target within range 9 (based on Willpower) for 247 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Skel the Skeleton Archer level 30
64th Pyre 124th year of Ascendancy at 08:45 see stats
By Skel the Skeleton Archer level 15
3rd Allure 123rd year of Ascendancy at 10:47 see stats
By Skel the Skeleton Archer level 28
50th Pyre 124th year of Ascendancy at 06:52 see stats
By Skel the Skeleton Archer level 27
32nd Pyre 124th year of Ascendancy at 22:56 see stats
By Skel the Skeleton Archer level 35
42nd Dusk 124th year of Ascendancy at 12:53 see stats
By Skel the Skeleton Archer level 37
52nd Haze 124th year of Ascendancy at 08:28 see stats
By Skel the Skeleton Archer level 44
4th Mirth 125th year of Ascendancy at 21:29 see stats
By Skel the Skeleton Archer level 34
38th Dusk 124th year of Ascendancy at 23:09 see stats
By Skel the Skeleton Archer level 50
47th Haze 125th year of Ascendancy at 01:56 see stats
By Skel the Skeleton Archer level 44
10th Flare 125th year of Ascendancy at 07:00 see stats
By Skel the Skeleton Archer level 13
77th Haze 122nd year of Ascendancy at 15:31 see stats
By Skel the Skeleton Archer level 36
48th Dusk 124th year of Ascendancy at 21:12 see stats
By Skel the Skeleton Archer level 33
31st Dusk 124th year of Ascendancy at 04:50 see stats
By Skel the Skeleton Archer level 25
30th Pyre 124th year of Ascendancy at 04:01 see stats
By Skel the Skeleton Archer level 17
13rd Haze 123rd year of Ascendancy at 19:39 see stats
By Skel the Skeleton Archer level 30
72nd Pyre 124th year of Ascendancy at 11:48 see stats
By Skel the Skeleton Archer level 32
21st Dusk 124th year of Ascendancy at 11:55 see stats
By Skel the Skeleton Archer level 50
39th Haze 125th year of Ascendancy at 16:48 see stats
By Skel the Skeleton Archer level 36
49th Dusk 124th year of Ascendancy at 05:50 see stats
By Skel the Skeleton Archer level 15
3rd Allure 123rd year of Ascendancy at 12:53 see stats
By Skel the Skeleton Archer level 38
52nd Haze 124th year of Ascendancy at 20:45 see stats
By Skel the Skeleton Archer level 10
9th Dusk 122nd year of Ascendancy at 14:15 see stats
By Skel the Skeleton Archer level 20
17th Haze 123rd year of Ascendancy at 13:27 see stats
By Skel the Skeleton Archer level 30
57th Pyre 124th year of Ascendancy at 19:47 see stats
By Skel the Skeleton Archer level 40
7th Allure 125th year of Ascendancy at 14:42 see stats
By Skel the Skeleton Archer level 50
12nd Haze 125th year of Ascendancy at 18:16 see stats
By Skel the Skeleton Archer level 50
12nd Haze 125th year of Ascendancy at 18:53 see stats
By Skel the Skeleton Archer level 50
29th Haze 125th year of Ascendancy at 00:41 see stats
By Skel the Skeleton Archer level 20
3rd Regrowth 124th year of Ascendancy at 06:34 see stats
By Skel the Skeleton Archer level 30
58th Pyre 124th year of Ascendancy at 08:31 see stats
By Skel the Skeleton Archer level 15
2nd Allure 123rd year of Ascendancy at 11:43 see stats
By Skel the Skeleton Archer level 33
31st Dusk 124th year of Ascendancy at 07:18 see stats
By Skel the Skeleton Archer level 15
3rd Allure 123rd year of Ascendancy at 10:47 see stats
By Skel the Skeleton Archer level 7
10th Mirth 122nd year of Ascendancy at 03:41 see stats
By Skel the Skeleton Archer level 15
3rd Allure 123rd year of Ascendancy at 10:47 see stats
By Skel the Skeleton Archer level 30
72nd Pyre 124th year of Ascendancy at 00:42 see stats
By Skel the Skeleton Archer level 20
72nd Haze 123rd year of Ascendancy at 05:33 see stats
By Skel the Skeleton Archer level 45
34th Dusk 125th year of Ascendancy at 18:29 see stats
By Skel the Skeleton Archer level 9
9th Flare 122nd year of Ascendancy at 13:44 see stats
By Skel the Skeleton Archer level 39
2nd Wintertide 125th year of Ascendancy at 11:52 see stats
By Skel the Skeleton Archer level 20
71st Haze 123rd year of Ascendancy at 15:34 see stats
By Skel the Skeleton Archer level 22
27th Regrowth 124th year of Ascendancy at 19:58 see stats
By Skel the Skeleton Archer level 15
3rd Allure 123rd year of Ascendancy at 07:22 see stats
By Skel the Skeleton Archer level 50
51st Haze 125th year of Ascendancy at 14:51 see stats
By Skel the Skeleton Archer level 25
31st Pyre 124th year of Ascendancy at 15:18 see stats
Log
Argoniel hits Skel for 110 blight, 30 blight, 86 blight, 12 mind, 30 blight (268 total damage).
Skel hits Argoniel for 16 healing, 16 healing (0 total damage) [31 healing].
Thaurhereg hits Argoniel for 151 arcane damage.
Thaurhereg hits Skel for 249 arcane damage.
Ghoul speeds up.
Skel shoots!
Argoniel speeds up.
Skel's Shoot hits Argoniel for 489 physical, 5 acid, 7 blight, 13 fire (515 total damage).
Elandar is free from the illness.
Elandar slows down.
Ghoul misses Skel.
Skel shoots!
Skel's Shoot performs a ranged critical strike against Ghoul!
Ghoul starts to bleed.
Ghoul slows down.
Skel's Shoot hits Ghoul for 788 physical, 9 acid, 15 blight, 15 fire (827 total damage).
Bleeding from Skel hits Ghoul for 202 physical damage.
Talent Rune: Phase Door is ready to use.
Elandar is not silenced anymore.
A part of Argoniel's bone shield regenerates.
Argoniel casts Curse of Vulnerability.
Skel shrugs off the effect 'Curse of Vulnerability'!
A part of thaurhereg's bone shield regenerates.
Elandar casts Freeze.
Elandar's spell attains critical power!
Saving game...