











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 141 / 93% |
Size | gargantuan |
Lifes / Deaths | Killed by skeleton assassin at level 12 on the 76th Pyre 122nd year of Ascendancy at 10:46 / 102Killed by ghoulking at level 12 on the 76th Pyre 122nd year of Ascendancy at 14:14 Killed by Llsea the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 08:26 Killed by Ardanl the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 09:27 Killed by Llsea the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 10:17 Killed by Shafion the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 11:09 Killed by Ardanl the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 11:25 Killed by Ardanl the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 12:26 Killed by skeleton master archer at level 13 on the 1st Mirth 122nd year of Ascendancy at 13:18 Killed by Shafion the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 14:04 Killed by Shafion the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 14:59 Killed by skeleton warrior at level 13 on the 1st Mirth 122nd year of Ascendancy at 15:47 Killed by skeleton master archer at level 13 on the 1st Mirth 122nd year of Ascendancy at 16:21 Killed by skeleton master archer at level 13 on the 1st Mirth 122nd year of Ascendancy at 17:12 Killed by Shafion the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 18:08 Killed by Llsea the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 18:55 Killed by Llsea the human at level 13 on the 1st Mirth 122nd year of Ascendancy at 20:39 Killed by skeleton archer at level 14 on the 1st Mirth 122nd year of Ascendancy at 21:37 Killed by Shafion the human at level 14 on the 1st Mirth 122nd year of Ascendancy at 22:27 Killed by skeleton archer at level 14 on the 1st Mirth 122nd year of Ascendancy at 23:26 Killed by Shafion the human at level 14 on the 2nd Mirth 122nd year of Ascendancy at 00:10 Killed by ghoul at level 14 on the 2nd Mirth 122nd year of Ascendancy at 02:23 Killed by ghast at level 14 on the 2nd Mirth 122nd year of Ascendancy at 03:06 Killed by Rmaon the human at level 17 on the 2nd Summertide 122nd year of Ascendancy at 12:52 Killed by Aggan the human at level 17 on the 2nd Summertide 122nd year of Ascendancy at 14:36 Killed by Rmaon the human at level 17 on the 2nd Summertide 122nd year of Ascendancy at 14:46 Killed by Rogar the human at level 17 on the 2nd Summertide 122nd year of Ascendancy at 15:19 Killed by Rogar the human at level 17 on the 2nd Summertide 122nd year of Ascendancy at 16:31 Killed by Terigind the human at level 17 on the 2nd Summertide 122nd year of Ascendancy at 17:33 Killed by Rogar the human at level 17 on the 2nd Summertide 122nd year of Ascendancy at 19:44 Killed by Rogar the human at level 17 on the 2nd Summertide 122nd year of Ascendancy at 20:45 Killed by Rmaon the human at level 17 on the 2nd Summertide 122nd year of Ascendancy at 23:25 Killed by Assassin Lord at level 24 on the 6th Flare 122nd year of Ascendancy at 05:29 Killed by SkeletonArcher at level 25 on the 6th Flare 122nd year of Ascendancy at 10:22 Killed by minotaur at level 30 on the 4th Dusk 122nd year of Ascendancy at 11:04 Killed by Iveriath the cutpurse at level 36 on the 5th Dusk 122nd year of Ascendancy at 09:58 Killed by Ximinne the crimson ooze at level 37 on the 5th Dusk 122nd year of Ascendancy at 14:46 Killed by Emelovena the cold drake at level 44 on the 7th Dusk 122nd year of Ascendancy at 02:38 Killed by Gere the human at level 45 on the 10th Dusk 122nd year of Ascendancy at 10:40 Killed by Halyar the human at level 45 on the 10th Dusk 122nd year of Ascendancy at 11:50 Killed by skeleton master archer at level 45 on the 10th Dusk 122nd year of Ascendancy at 13:02 Killed by Halyar the human at level 45 on the 10th Dusk 122nd year of Ascendancy at 14:28 Killed by Halyar the human at level 45 on the 10th Dusk 122nd year of Ascendancy at 17:17 Killed by Halyar the human at level 46 on the 10th Dusk 122nd year of Ascendancy at 19:00 Killed by Halyar the human at level 47 on the 10th Dusk 122nd year of Ascendancy at 21:39 Killed by Macsal the human at level 48 on the 13rd Dusk 122nd year of Ascendancy at 08:55 Killed by Beon the human at level 48 on the 13rd Dusk 122nd year of Ascendancy at 10:38 Killed by Macsal the human at level 49 on the 13rd Dusk 122nd year of Ascendancy at 12:34 Killed by Macsal the human at level 50 on the 13rd Dusk 122nd year of Ascendancy at 14:42 Killed by elven warrior at level 52 on the 17th Dusk 122nd year of Ascendancy at 14:25 Killed by Vorelaith the elven tempest at level 54 on the 17th Dusk 122nd year of Ascendancy at 16:13 Killed by Vorelaith the elven tempest at level 54 on the 17th Dusk 122nd year of Ascendancy at 18:14 Killed by Yvura the elven cultist at level 55 on the 17th Dusk 122nd year of Ascendancy at 22:31 Killed by Aruma the mean looking elven guard at level 56 on the 18th Dusk 122nd year of Ascendancy at 02:09 Killed by Aruma the mean looking elven guard at level 56 on the 18th Dusk 122nd year of Ascendancy at 04:06 Killed by Aruma the mean looking elven guard at level 57 on the 18th Dusk 122nd year of Ascendancy at 05:37 Killed by Aruma the mean looking elven guard at level 57 on the 18th Dusk 122nd year of Ascendancy at 07:04 Killed by Yvutha the elven guard at level 59 on the 18th Dusk 122nd year of Ascendancy at 17:21 Killed by Beterassra the elven corruptor at level 60 on the 18th Dusk 122nd year of Ascendancy at 20:48 Killed by Betyda the elven mage at level 66 on the 19th Dusk 122nd year of Ascendancy at 23:14 Killed by mean looking elven guard at level 66 on the 20th Dusk 122nd year of Ascendancy at 00:55 Killed by fire drake at level 67 on the 20th Dusk 122nd year of Ascendancy at 02:46 Killed by skeleton master archer at level 68 on the 20th Dusk 122nd year of Ascendancy at 08:39 Killed by shadow at level 69 on the 20th Dusk 122nd year of Ascendancy at 10:05 Killed by skeleton warrior at level 69 on the 20th Dusk 122nd year of Ascendancy at 12:45 Killed by Xadara the elven warrior at level 72 on the 21st Dusk 122nd year of Ascendancy at 08:33 Killed by Betybreda the mean looking elven guard at level 73 on the 21st Dusk 122nd year of Ascendancy at 09:59 Killed by Elron the shalore at level 81 on the 28th Dusk 122nd year of Ascendancy at 03:48 Killed by Patrelrid the human at level 82 on the 28th Dusk 122nd year of Ascendancy at 05:40 Killed by Ricieli the halfling at level 82 on the 28th Dusk 122nd year of Ascendancy at 07:42 Killed by Patrelrid the human at level 82 on the 28th Dusk 122nd year of Ascendancy at 09:01 Killed by Ricieli the halfling at level 84 on the 28th Dusk 122nd year of Ascendancy at 11:56 Killed by Toaic the human at level 84 on the 36th Dusk 122nd year of Ascendancy at 12:01 Killed by Toaic the human at level 84 on the 36th Dusk 122nd year of Ascendancy at 13:18 Killed by Roai the human at level 84 on the 41st Dusk 122nd year of Ascendancy at 18:06 Killed by Islayalebeth the thalore hunter at level 85 on the 42nd Dusk 122nd year of Ascendancy at 13:20 Killed by Islayalebeth the thalore hunter at level 85 on the 42nd Dusk 122nd year of Ascendancy at 14:57 Killed by Islayalebeth the thalore hunter at level 85 on the 42nd Dusk 122nd year of Ascendancy at 16:34 Killed by Emelena the thalore wilder at level 86 on the 42nd Dusk 122nd year of Ascendancy at 23:56 Killed by Roaflbu the halfling at level 87 on the 44th Dusk 122nd year of Ascendancy at 06:36 Killed by Bagmi the halfling at level 87 on the 44th Dusk 122nd year of Ascendancy at 08:28 Killed by Tinruf the halfling at level 87 on the 44th Dusk 122nd year of Ascendancy at 10:41 Killed by Irore the halfling at level 92 on the 48th Dusk 122nd year of Ascendancy at 12:03 Killed by Jaceltri the halfling at level 101 on the 77th Dusk 122nd year of Ascendancy at 19:07 Killed by Nerydheriawe the elven cultist at level 106 on the 7th Haze 122nd year of Ascendancy at 19:15 Killed by Shadow of Betatha the shalore rune master at level 109 on the 17th Haze 122nd year of Ascendancy at 08:56 Killed by Shadow of Betatha the shalore rune master at level 109 on the 17th Haze 122nd year of Ascendancy at 11:25 Killed by Betatha the shalore rune master at level 109 on the 17th Haze 122nd year of Ascendancy at 13:09 Killed by Islolaith the shalore rune master at level 110 on the 17th Haze 122nd year of Ascendancy at 14:52 Killed by Eishrta the thalore at level 111 on the 35th Haze 122nd year of Ascendancy at 09:56 Killed by Eishrta the thalore at level 111 on the 35th Haze 122nd year of Ascendancy at 11:36 Killed by treant at level 111 on the 35th Haze 122nd year of Ascendancy at 13:21 Killed by Yvywen the skeleton master archer at level 112 on the 45th Haze 122nd year of Ascendancy at 09:06 Killed by Adenor the cave troll at level 121 on the 47th Haze 122nd year of Ascendancy at 14:34 Killed by Arumigana the gigantic gravity worm at level 128 on the 48th Haze 122nd year of Ascendancy at 15:21 Killed by Layann the polar bear at level 128 on the 48th Haze 122nd year of Ascendancy at 19:44 Killed by Doon the human at level 135 on the 53rd Haze 122nd year of Ascendancy at 15:26 Killed by Chenurnd the thalore at level 135 on the 53rd Haze 122nd year of Ascendancy at 19:00 Killed by Aralle the cold drake hatchling at level 136 on the 63rd Haze 122nd year of Ascendancy at 20:56 Killed by Ivithra the Guardian at level 138 on the 64th Haze 122nd year of Ascendancy at 02:21 Killed by Belyvea the brown bear at level 140 on the 64th Haze 122nd year of Ascendancy at 09:12 Killed by Glumira the halfling gardener at level 141 on the 8th Decay 122nd year of Ascendancy at 01:55 |
Primary Stats
Strength | 331 (base 100) |
Dexterity | 277 (base 100) |
Constitution | 119 (base 10) |
Magic | 214 (base 72) |
Willpower | 132 (base 10) |
Cunning | 186 (base 31) |
Resources
Life | 6421/6421 |
Stamina | 867/867 |
Paradox | 522 |
Healing Factor | 2.3257439446366 |
Regeneration | 50.352356401381 |
Speed
Mental | +30% |
Attack | 0% |
Movement | -56% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 28 |
Infravision | 39 |
See Stealth | 129.77653539564 |
See Invisible | 140.77653539564 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 807 |
Accuracy | 123 |
Crit Chance | 208% |
APR | 58 |
Speed | 0.54 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 127 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 105 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +73% |
Blight | +56% |
Arcane | +109% |
Cold | +40% |
All | +15% |
Mind | +33% |
Lightning | +51% |
Light | +30% |
Temporal | +18% |
Physical | +33% |
Darkness | +53% |
Fire | +47% |
Nature | +44% |
Offense: Damage Penetration
Darkness | +30% |
Physical | +39% |
Fire | +5% |
Arcane | +15% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 140.25616487511 (87.964601769911%) |
Defense | 98 |
Ranged Defense | 102 |
Fatigue | 7 |
Physical Save | 119 |
Spell Save | 73 |
Mental Save | 104 |
Defense: Resistances
Acid | + 73%( 73%) |
Blight | + 62%( 73%) |
Arcane | + 34%( 73%) |
Cold | + 58%( 73%) |
All | + 30%( 73%) |
Mind | + 36%( 73%) |
Lightning | + 73%( 73%) |
Light | + 73%( 73%) |
Temporal | + 46%( 73%) |
Physical | + 46%( 73%) |
Darkness | + 73%( 73%) |
Fire | + 73%( 73%) |
Nature | + 63%( 73%) |
Defense: Immunities
Stun Resistance | 5% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 73% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 58.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 1410 damage for 8 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% 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 / Combat techniques | 1.00 |
| 1/5 |
| 13/5 |
| 1/5 |
| 10/5 |
Technique / Sniper | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.50 |
| 11/5 |
| 13/5 |
| 11/5 |
| 11/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 14/5 |
| 3/5 |
| 1/5 |
| 8/5 |
Generic Talents
Technique / Combat training | 1.70 |
| 12/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.30 |
| 14/5 |
| 11/5 |
| 4/5 |
| 11/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by SkeletonArcher. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 13% of the way to your next Rank. You have killed: 81 Uniques 27 Bosses 27 Elite Bosses 19 Veterans 21 Heroics 12 Legends 14 Destroyers 4 Epics 3 Elders 1 Ancients 0 Immortals 0 Demigods | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed vial of greater demon bile. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 |
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 | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +55 (+9 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 8 lightning / 8 temporal Changes stats: +8 Dex / +22 Cun / +13 Con Changes resistances: +6% temporal Critical mult.: +20.00% Maximum encumbrance: +38 Physical save: +85 (+12 eff.) Mental save: +74 (+13 eff.) Life regen: +4.50 Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Mental crit. chance: +2% Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.2 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 98% 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. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 62.5 - 75.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +23 Crit. chance: +15.5% Capacity: 51 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 34% chance to disease * 48% chance to corrode armour by 30% * 30% chance to cause random gloom * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +17 lightning / +24 darkness / +4 acid / +32 blight / +4 arcane / +25 mind Burst (radius 1) on hit: +20 mind Burst (radius 2) on crit: +16 mind / +8 acid Damage against: +12% Living Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +6.0% Physical power: +12 (+1 eff.) Armour: +8 Changes stats: +7 Wil / +8 Cun / +6 Con Changes resistances: +30% blight / +1% physical / +15% darkness / +15% light Changes damage: +3% blight / +15% light / +14% darkness Damage affinity(heal): +5% light / +5% darkness Critical mult.: +23.00% Spell save: +6 (+1 eff.) Mental save: +28 (+5 eff.) Blindness immunity: +48% Confusion immunity: +30% Life regen: +6.90 Maximum stamina: +10.00 Light radius: +22 Infravision radius: +14 See stealth: +73 See invisible: +75 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 491.85 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Armour: +12 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +28 Str / +38 Dex / +8 Mag / +8 Wil / +5 Cun / +9 Con Changes resistances: +25% darkness Changes damage: +20% blight / +18% arcane Critical mult.: +6.00% Only die when reaching: -97.00 life Spell crit. chance: +5% Infravision radius: +8 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 8074.1 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Physical power: +34 (+3 eff.) Armour: +9 Damage (Melee): 13 nature / 15 blight Damage when hit (Melee): 12 nature / 4 temporal Changes stats: +17 Str / +11 Dex / +5 Cun Changes resistances: +9% nature / +10% blight Changes resistances penetration: +5% fire Changes damage: +11% blight / +3% temporal / +11% nature Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Mental save: +14 (+3 eff.) Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.37 Maximum life: +75.00 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +18 Physical crit. chance: +33.0% Physical power: +8 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes stats: +30 Str / +6 Mag / +24 Wil / +8 Cun Changes resistances: +9% acid Changes resistances penetration: +18% physical Changes damage: +15% acid / +9% mind Grants telepathy: Humanoid/Orc Critical mult.: +16.00% Maximum mana: +44.00 Spell crit. chance: +8% Mental crit. chance: +33% Infravision radius: +8 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +26 (+2 eff.) Armour: +18 Fatigue: -19% Effects on melee hit: * 18% chance to cause random gloom * 30% chance to blind Damage (Melee): 44 light / 21 bleed Effects on ranged hit: * 18% chance to cause random gloom * 30% chance to blind Damage (Ranged): 44 light / 21 bleed Damage when hit (Melee): 8 blight Changes stats: +18 Str / +9 Dex / +38 Mag / +28 Wil / +34 Cun / +14 Con Changes resistances: +36% acid / +9% light / +6% blight Changes damage: +18% acid Reduces incoming crit damage: 15.00% Maximum encumbrance: +35 Spell save: +32 (+7 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +32.00 Maximum hate: +13.00 Spellpower: +65 (+9 eff.) Mindpower: +26 (+4 eff.) Light radius: +3 See invisible: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: 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. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +49 (+7 eff.) Physical crit. chance: +3.0% Physical power: +52 (+4 eff.) Armour: +12 Defense: +13 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +8 Str / +24 Dex / +7 Mag / +33 Cun / +9 Con Changes resistances: +36% nature Changes damage: +18% nature / +15% all Physical save: +9 (+2 eff.) Mental save: +26 (+5 eff.) Confusion immunity: +81% Hate when firing a critical mind attack: +4.00 Maximum hate: +13.00 Spellpower: +45 (+6 eff.) Mindpower: +36 (+6 eff.) Movement speed: +22% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +3.0% Physical power: +20 (+1 eff.) Armour: +4 Defense: +14 (+2 eff.) Fatigue: -5% Changes stats: +6 Str / +10 Dex / +2 Mag / +8 Wil / +5 Cun / +5 Con / +8 Lck Changes resistances: +6% light / +3% nature Changes resistances cap: +3% all Changes damage: +5% acid / +18% physical / +7% blight / +12% fire / +17% lightning / +5% cold Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Physical save: +11 (+2 eff.) Mental save: +7 (+2 eff.) Disease immunity: +15% Confusion immunity: +13% Stun/Freeze immunity: +5% Life regen: +0.60 Stamina each turn: +0.80 Only die when reaching: -60.00 life Spellpower: +11 (+1 eff.) Spell crit. chance: +4% Mindpower: +7 (+1 eff.) Movement speed: +10% Combat speed: +30% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (40% chance level 12). When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to inflict 15% damage reduction * 40% chance to disease Travel speed: +200% Damage (Ranged): +13 acid / +17 fire / +17 cold / +21 lightning Burst (radius 2) on crit: +6 darkness When wielded/worn: Accuracy: +26 (+4 eff.) Physical crit. chance: +24.0% Physical power: +11 (+1 eff.) Changes stats: +6 Str / +25 Mag / +1 Con Changes resistances: +9% darkness Changes resistances penetration: +10% darkness / +21% physical Changes damage: +20% acid / +20% fire / +20% cold / +49% arcane / +19% lightning Spellpower: +49 (+7 eff.) Light radius: +1 Infravision radius: +3 Damage Shield penetration: +50% Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +46 (+4 eff.) Defense: +21 (+3 eff.) Changes stats: +10 Str / +12 Dex / +12 Cun / +16 Con / +9 Lck Changes resistances: +10% acid / +10% fire / +9% lightning / +10% cold Changes resistances penetration: +20% mind Changes damage: +9% mind Reduced damage from: +45% Summoned Critical mult.: +8.00% Trap disarming bonus: +30 Stealth bonus: +30 Physical save: +64 (+9 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +25% Disarm immunity: +10% Pinning immunity: +15% Teleport immunity: +10% Life regen: +3.40 Only die when reaching: -40.00 life Mindpower: +22 (+3 eff.) Mental crit. chance: +9% Infravision radius: +6 Healing mod.: +26% Size category: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +27 Defense: +39 (+6 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 78% chance to blind Damage when hit (Melee): 20 temporal / 39 fire Changes stats: +6 Str / +11 Mag / +21 Con Changes resistances: +18% temporal / +26% darkness / +31% cold / +50% fire / +70% light Maximum wards: +10 lightning / +12 temporal / +11 blight / +12 fire / +12 cold Talents granted: +2 Ward +5 Block Reduces incoming crit damage: 5.00% Physical save: +15 (+2 eff.) Spell save: +9 (+2 eff.) Disarm immunity: +10% Stamina each turn: +0.60 Only die when reaching: -60.00 life Maximum life: +20.00 Deflect projectiles away: +38% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (589) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +9 Defense: +28 (+5 eff.) Damage when hit (Melee): 16 temporal Changes stats: +16 Str / +15 Dex / +18 Mag / +24 Wil / +15 Cun / +15 Con Changes resistances: +24% fire / +25% darkness / +23% light Changes resistances penetration: +20% darkness / +15% arcane Changes damage: +24% darkness / +21% arcane Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +40 Physical save: +28 (+4 eff.) Spell save: -14 (-4 eff.) Mental save: +9 (+2 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 Maximum life: +98.00 Maximum mana: +180.00 Maximum psi: +30.00 Spellpower: +22 (+3 eff.) Spell crit. chance: +23% Mindpower: +6 (+1 eff.) Mental crit. chance: +13% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +27.0% Physical power: +63 (+5 eff.) Armour: +31 Defense: +20 (+3 eff.) Fatigue: +17% Damage (Melee): 38 acid / 40 fire Damage when hit (Melee): 30 acid / 25 fire Changes stats: +35 Str / +27 Mag / +23 Wil / +8 Cun Changes resistances: +79% lightning / +22% physical / +18% darkness / +9% mind / +52% fire / +6% arcane / +52% acid Changes damage: +6% arcane Critical mult.: +10.00% Physical save: +31 (+5 eff.) Mental save: +42 (+7 eff.) Psi when hit: +0.04 Maximum hate: +8.00 Spellpower: +63 (+9 eff.) Spell crit. chance: +27% Mindpower: +68 (+11 eff.) Mental crit. chance: +27% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Defense: +19 (+3 eff.) Fatigue: -10% Damage when hit (Melee): 8 arcane Changes stats: +10 Dex / +10 Wil / +10 Cun / +9 Con / +20 Lck Changes resistances: +26% darkness / +15% mind / +30% light Changes damage: +3% mind / +9% arcane Physical save: +24 (+4 eff.) Spell save: +23 (+5 eff.) Mental save: +16 (+3 eff.) Blindness immunity: +88% Life regen: +1.50 Stamina each turn: +1.40 Infravision radius: +9 Sight radius: +2 See invisible: +15 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +31 (+4 eff.) Physical power: +39 (+3 eff.) Defense: +16 (+3 eff.) Changes stats: +27 Str / +18 Dex / +7 Mag / +4 Wil / +23 Cun / +27 Con Changes resistances penetration: +5% mind / +10% blight Changes damage: +3% mind Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Disarm immunity: +43% Pinning immunity: +39% Knockback immunity: +41% Life regen: +3.20 Hate when firing a critical mind attack: +1.00 Maximum life: +200.00 Maximum psi: +30.00 Spellpower: +13 (+1 eff.) Mindpower: +6 (+1 eff.) Healing mod.: +46% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +9 (+0 eff.) Effects on melee hit: * 33% chance to daze at end of turn * 14% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 12 bleed Damage when hit (Melee): 12 arcane / 22 fire Changes stats: +7 Str / +6 Dex / +6 Mag / +6 Wil / +5 Cun / +7 Con Changes resistances: +26% darkness / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +13% darkness / +21% arcane Blindness immunity: +32% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +9 (+1 eff.) Infravision radius: +5 See stealth: +11 See invisible: +13 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +3 Cun Changes resistances: +5% arcane Changes damage: +15% arcane Life regen: +0.80 Maximum life: +54.00 Healing mod.: +14% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +25 (+2 eff.) Effects on melee hit: * 36% chance to cause random gloom * 30% chance to blind Damage (Melee): 44 light / 42 bleed Effects on ranged hit: * 36% chance to cause random gloom * 30% chance to blind Damage (Ranged): 44 light / 42 bleed Damage when hit (Melee): 8 blight Changes stats: +18 Str / +7 Mag / +24 Cun / +18 Con Changes resistances: +36% darkness / +6% lightning Changes damage: +18% darkness Critical mult.: +15.00% Silence immunity: +88% Disarm immunity: +43% Pinning immunity: +32% Knockback immunity: +37% Mana each turn: +0.68 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +12 Hate when firing a critical mind attack: +6.00 Maximum life: +44.00 Maximum hate: +26.00 Maximum vim: +63.00 Spellpower: +19 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Defense: +8 (+1 eff.) Fatigue: -5% Maximum encumbrance: +22 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% 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. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +16 Mag / +15 Wil / +13 Cun Changes resistances: +6% lightning Changes resistances penetration: +15% acid Changes damage: +3% acid / +12% lightning / +12% blight Mental save: +24 (+4 eff.) Confusion immunity: +44% Spellpower: +38 (+5 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +17 (+2 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +14 Cun / +14 Dex Changes resistances: +6% darkness / +9% temporal Changes resistances penetration: +5% arcane Stun/Freeze immunity: +41% Life regen: +2.30 Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spell crit. chance: +1% Rings can have magical properties. |
![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 12% chance to corrode armour by 30% Damage (Ranged): +14 lightning / +12 fire / +12 cold Burst (radius 1) on hit: +6 fire When wielded/worn: Accuracy: +33 (+5 eff.) Physical crit. chance: +27.0% Armour: +17 Ammo reloads per turn: +3 Changes stats: +5 Mag Changes resistances: +6% fire / +9% mind / +9% nature Changes resistances penetration: +11% acid / +9% temporal / +9% cold / +25% physical Changes damage: +17% lightning / +9% temporal / +15% fire / +9% arcane / +60% physical Talent mastery: +0.30 Chronomancy / Bow Threading Talents cooldown: Fragmentation Shot (-6 turns) Pin Down (-3 turns) Mental save: +6 (+1 eff.) Poison immunity: +15% Disarm immunity: +10% Stun/Freeze immunity: +15% Life regen: +1.35 Damage Shield penetration: +27% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (20% chance level 2). Damage (Ranged): +17 fire Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +6 fire When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +6.0% Physical power: +57 (+5 eff.) Changes stats: +24 Str / +1 Dex / +6 Mag / +6 Con Changes resistances: +9% fire Changes resistances penetration: +21% physical Changes damage: +21% physical / +14% arcane / +20% fire Talent mastery: +0.30 Wild-gift / Fungus Maximum encumbrance: +20 Physical save: +3 (+1 eff.) Life regen: +0.40 Stamina each turn: +0.20 Spellpower: +14 (+2 eff.) Healing mod.: +20% It can be used to regenerate 186 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +10 On weapon hit: * 20% chance to cause random gloom Travel speed: +400% Damage (Ranged): +53 cold Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +2 acid / +2 fire When wielded/worn: Accuracy: +23 (+3 eff.) Physical crit. chance: +20.0% Physical power: +23 (+2 eff.) Ammo reloads per turn: +16 Changes stats: +11 Str / +22 Mag Changes resistances: +6% acid / +12% fire / +9% mind Changes resistances penetration: +10% acid / +50% temporal / +5% nature / +134% physical Changes damage: +79% physical / +62% temporal / +3% fire / +3% mind / +59% cold Talent mastery: +0.45 Chronomancy / Bow Threading Talent cooldown: Arrow Stitching (-1 turn) Damage Shield penetration: +141% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * 20% chance to corrode armour by 30% Travel speed: +200% Damage (Ranged): +32 fire When wielded/worn: Changes stats: +8 Cun Changes resistances: +3% acid / +15% light / +6% blight / +5% arcane / +12% lightning Changes resistances penetration: +11% acid / +12% fire / +69% physical Changes damage: +62% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Stun/Freeze immunity: +15% Teleport immunity: +5% Life regen: +2.10 Global speed: +5% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Arcane Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +25 lightning / +20 fire Burst (radius 1) on hit: +4 nature / +6 mind Burst (radius 2) on crit: +4 nature / +8 mind When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +15.0% Changes stats: +15 Cun Changes resistances: +6% nature Changes resistances penetration: +89% physical / +5% arcane / +5% mind Changes damage: +20% lightning / +39% physical / +6% arcane / +22% fire Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Damage Shield penetration: +102% Slings are used to hurl stones or metal shots at your foes. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Physical power: +5 (+0 eff.) Damage when hit (Melee): 4 blight Changes stats: +14 Dex / +15 Cun / +16 Lck Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Changes resistances penetration: +10% fire Trap disarming bonus: +36 Stealth bonus: +20 Spell save: +16 (+4 eff.) Vim when firing critical spell: +3.00 Maximum life: +54.00 Maximum mana: +20.00 Maximum vim: +30.00 Mental crit. chance: +10% Infravision radius: +10 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Fatigue: -8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Dex / +4 Cun / +1 Con Changes resistances: +21% fire / +18% cold Reduces incoming crit damage: 10.00% Mental crit. chance: +9% Infravision radius: +1 See invisible: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +41 Defense: +44 (+7 eff.) Changes stats: +4 Str / +6 Dex / +7 Con Changes resistances: +45% darkness / +56% cold Changes resistances penetration: +40% darkness / +10% arcane Changes damage: +35% darkness Stealth bonus: +48 Physical save: +82 (+12 eff.) Spell save: +38 (+9 eff.) Mental save: +54 (+9 eff.) Life regen: +0.20 Only die when reaching: -150.00 life Maximum life: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +3 Dex / +12 Mag / +8 Wil / +8 Cun Changes damage: +15% fire Physical save: +22 (+3 eff.) Spell save: +48 (+11 eff.) Mental save: +27 (+5 eff.) Maximum mana: +63.00 Maximum psi: +30.00 Spell crit. chance: +7% Mindpower: +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +10 Armour: +10 Defense: +45 (+7 eff.) Changes stats: +10 Str / +5 Dex / +9 Mag / +15 Wil / +11 Cun / +10 Con Changes resistances: +20% blight / +18% nature / +6% mind Grants telepathy: Humanoid/Orc Physical save: +83 (+12 eff.) Spell save: +40 (+9 eff.) Mental save: +40 (+7 eff.) Life regen: +2.80 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Only die when reaching: -50.00 life Maximum life: +104.00 Maximum mana: +80.00 Maximum hate: +6.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +11% Healing mod.: +29% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Defense: +1 (+0 eff.) Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Critical mult.: +13.00% Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +3 Con / +3 Wil Changes resistances: +13% temporal / +12% darkness / +6% fire Changes resistances penetration: +5% fire / +11% temporal / +11% darkness / +6% physical Changes damage: +9% blight / +6% fire Critical mult.: +10.00% Maximum encumbrance: +24 Physical save: +7 (+1 eff.) Mana each turn: +0.04 Mana when firing critical spell: +1.00 Mindpower: +3 (+0 eff.) Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +12% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 51 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +5 Defense: +25 (+4 eff.) Fatigue: +5% Changes stats: +16 Dex / +4 Mag / +4 Wil / +28 Lck Changes resistances: +9% mind Changes resistances penetration: +15% blight Stealth bonus: +30 Spell save: +6 (+1 eff.) Silence immunity: +44% Confusion immunity: +46% Stun/Freeze immunity: +45% Life regen: +5.00 Stamina each turn: +0.90 Spellpower on spell critical (stacks up to 3 times): +8 Maximum stamina: +40.00 Spell crit. chance: +9% Movement speed: +20% Healing mod.: +30% Damage Shield penetration: +20% Activating this item is instant. It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +14 (+2 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 43% chance to evade melee and ranged attacks and 92 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 6 blight Damage when hit (Melee): 4 temporal Changes stats: +3 Cun Changes resistances: +6% blight / +7% darkness Changes damage: +4% blight / +6% temporal Infravision radius: +2 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +33 (+5 eff.) Armour: +3 Damage when hit (Melee): 22 darkness / 4 fire Changes stats: +10 Str / +11 Dex / +12 Mag / +5 Wil / +16 Cun / +5 Con Changes resistances: +3% fire / +10% light / +24% darkness Changes resistances penetration: +10% fire Changes damage: +11% arcane Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Disarm immunity: +45% Infravision radius: +6 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Str / +10 Mag / +5 Wil / +8 Cun / +7 Con Changes resistances: +14% blight Changes damage: +10% arcane / +14% blight Mindpower: +3 (+0 eff.) See invisible: +9 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +11 Str / +13 Dex / +4 Wil / +7 Con Changes resistances: +7% lightning / +7% temporal / +11% darkness / +8% physical Changes resistances penetration: +10% darkness Critical mult.: +3.00% Physical save: +39 (+6 eff.) Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 8074.1 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +2 Str / +2 Wil / +2 Con Critical mult.: +15.00% Physical save: +11 (+2 eff.) Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +4.00 Light radius: +2 A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +8 Physical power: +12 (+1 eff.) Armour: +14 Defense: +30 (+5 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 36% chance to gain 10% of a turn (3/turn limit) Changes stats: +43 Str / +11 Dex / +2 Mag / +23 Wil / +43 Cun / +11 Con Changes resistances: +15% blight / +14% physical / -39% light / +6% all Changes resistances penetration: +20% nature Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +44 (+7 eff.) Mental save: +41 (+7 eff.) Life regen: +8.00 Mindpower: +6 (+1 eff.) Light radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +3.0% Armour: +16 Fatigue: +5% Changes stats: +14 Str / +8 Dex / +5 Con Changes resistances: +6% mind / +19% cold Changes resistances penetration: +15% mind Allows you to breathe in: water Physical save: +21 (+3 eff.) Mental save: +12 (+2 eff.) Infravision radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +1 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +10 Dex Changes resistances: +12% darkness Critical mult.: +5.00% Life regen: +0.20 Stamina each turn: +0.80 Mindpower: +4 (+0 eff.) Infravision radius: +3 A cap made of leather. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +27 (+4 eff.) Fatigue: +16% Changes stats: +7 Str / +4 Wil / +9 Cun Changes resistances: +24% acid / +11% physical / +14% darkness Reduces incoming crit damage: 10.00% Spell save: +10 (+2 eff.) Mental save: +35 (+6 eff.) Light radius: +3 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +3 Wil / +2 Cun Changes resistances: +17% lightning / +6% physical / +11% darkness / +3% temporal Psi when hit: +0.20 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+0 eff.) Fatigue: +16% A suit of armour made of mail. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 24 light Changes stats: +12 Str / +1 Mag / +20 Wil / +7 Cun / +12 Con Changes resistances: +12% acid / +12% physical / +47% darkness / +52% blight / +9% cold / +12% lightning / +9% fire Critical mult.: +5.00% Spell save: +39 (+9 eff.) Mental save: +22 (+4 eff.) Maximum life: +138.00 Maximum vim: +40.00 Spellpower: +2 (+0 eff.) Light radius: +4 Damage Shield penetration: +20% A suit of armour made of mail. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+0 eff.) Armour: +48 Defense: +30 (+5 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes stats: +2 Str / +20 Dex / +26 Cun / +3 Con Changes resistances: +49% lightning / +27% physical / +20% fire / +65% cold / +10% mind / +33% acid Changes resistances penetration: +5% acid Changes damage: +3% physical Allows you to breathe in: water Critical mult.: +17.00% Physical save: +6 (+1 eff.) Mental save: +41 (+7 eff.) Life regen: +6.00 Stamina each turn: +2.30 Mindpower: +15 (+2 eff.) Healing mod.: +25% A suit of armour made of leather. |
![]() Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +29 Defense: +23 (+4 eff.) Fatigue: +7% Damage (Melee): 7 darkness / 7 fire Damage (Ranged): 7 darkness / 7 fire Damage when hit (Melee): 14 physical / 8 temporal Changes stats: +4 Str / +13 Dex / +20 Cun Changes resistances: +17% temporal / +18% darkness / +18% fire / +7% mind / +18% physical Changes resistances penetration: +15% temporal Reduces incoming crit damage: 15.00% Mental save: +50 (+9 eff.) Life regen: +2.10 Maximum life: +62.00 Mental crit. chance: +2% See invisible: +6 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +18% Defense after a teleport: +18 Resist all after a teleport: +16% New effects duration reduction after a teleport: +18% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 23 turns. A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +22 Defense: +24 (+4 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +8 Str / +11 Dex / +1 Wil / +5 Cun / +1 Con Changes resistances: +15% acid / +40% cold Changes resistances penetration: +10% fire Allows you to breathe in: water Physical save: +18 (+3 eff.) Mental save: +20 (+4 eff.) Maximum life: +55.00 Infravision radius: +3 A suit of armour made of leather. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +20% fire Life regen: +3.90 Maximum life: +36.00 Healing mod.: +13% A suit of armour made of leather. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +15 (+1 eff.) Armour: +13 Armour Hardiness: +8% Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects on melee hit: * 9% chance to cause random gloom Effects when hit in melee: * 25% chance to cause random gloom * 28% chance to blind Damage when hit (Melee): 16 nature / 28 fire Changes stats: +4 Str / +4 Mag / +6 Wil / +6 Con Changes resistances: +24% lightning / +15% physical / +15% light / +24% cold / +16% blight / +16% fire / +16% mind / +13% nature Changes resistances penetration: +5% arcane / +5% blight Talent granted: +3 Block Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +82.00 Maximum vim: +30.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Handheld deflection devices. |
![]() Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Base power: 27.5 - 38.5 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 55 On weapon hit: * 40% chance to daze at end of turn * 10% chance to knock the target back Damage (Ranged): +16 lightning / +29 physical Burst (radius 1) on hit: +16 lightning When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 72.0 - 100.8 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +43 Crit. chance: +57.5% Capacity: 126 Turns elapse between self-loadings: 0 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 80% chance to disease * 54% chance to cause random gloom * 54% chance to blind * 20% chance to torment the target * Random elemental explosion On weapon crit: * splashes the target with acid * cripple the target * wounds the target for 7 turns: 48 bleeding, 98% reduced healing Travel speed: +200% Damage (Ranged): +26 acid / +20 darkness / +26 blight / +20 bleed / +26 mind Burst (radius 1) on hit: +4 light / +12 blight Burst (radius 2) on crit: +4 light When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 On weapon hit: * 20% chance to torment the target Damage (Ranged): +9 mind / +8 darkness Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +46 Crit. chance: +36.0% Capacity: 21 On weapon hit: * Slows global speed by 20% * 10% chance to crush the target Travel speed: +400% Damage (Ranged): +54 insidious poison / +30 temporal / +23 gravity / +30 nature / +16 mind Burst (radius 2) on crit: +20 nature / +4 mind Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 341.90 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 341.90 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Armour: +4 Changes stats: +5 Wil / +4 Cun / +2 Con Changes resistances: +7% blight / +6% temporal / +6% lightning / +6% cold Changes resistances penetration: +7% all Critical mult.: +12.00% Mental save: +14 (+3 eff.) Blindness immunity: +25% Cut immunity: +15% Disarm immunity: +10% Confusion immunity: +29% Stun/Freeze immunity: +15% Life regen: +2.10 Maximum life: +44.00 Maximum psi: +30.00 Mental crit. chance: +2% Light radius: -2 Infravision radius: +5 See stealth: +27 See invisible: +26 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +19% It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 57 for 6 turns. The radius will increase with your Cunning. 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+1 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 903 cold damage (based on your Magic), costing 18 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (172 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.5 - 49.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Crit. chance: +5.0% Capacity: 51 Turns elapse between self-loadings: 3 Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes damage: +6% temporal Grants telepathy: Dragon Talent cooldown: Silence (-1 turn) Talents granted: +4 Telekinetic Blast +4 Silence Critical mult.: +5.00% Mental save: +30 (+5 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.12 Mental crit. chance: +1% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 115 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 8 hate. 100% chance to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By SkeletonArcher the Skeleton Archer level 97
51st Dusk 122nd year of Ascendancy at 12:55 see stats
By SkeletonArcher the Skeleton Archer level 104
7th Haze 122nd year of Ascendancy at 00:40 see stats
By SkeletonArcher the Skeleton Archer level 88
46th Dusk 122nd year of Ascendancy at 03:43 see stats
By SkeletonArcher the Skeleton Archer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By SkeletonArcher the Skeleton Archer level 20
5th Flare 122nd year of Ascendancy at 12:59 see stats
By SkeletonArcher the Skeleton Archer level 30
4th Dusk 122nd year of Ascendancy at 09:11 see stats
By SkeletonArcher the Skeleton Archer level 40
6th Dusk 122nd year of Ascendancy at 03:23 see stats
By SkeletonArcher the Skeleton Archer level 50
13rd Dusk 122nd year of Ascendancy at 14:09 see stats
By SkeletonArcher the Skeleton Archer level 75
21st Dusk 122nd year of Ascendancy at 23:53 see stats
By SkeletonArcher the Skeleton Archer level 26
6th Flare 122nd year of Ascendancy at 12:38 see stats
By SkeletonArcher the Skeleton Archer level 39
6th Dusk 122nd year of Ascendancy at 01:34 see stats
By SkeletonArcher the Skeleton Archer level 30
4th Dusk 122nd year of Ascendancy at 10:39 see stats
By SkeletonArcher the Skeleton Archer level 30
4th Dusk 122nd year of Ascendancy at 10:55 see stats
By SkeletonArcher the Skeleton Archer level 97
51st Dusk 122nd year of Ascendancy at 14:23 see stats
By SkeletonArcher the Skeleton Archer level 52
17th Dusk 122nd year of Ascendancy at 14:18 see stats
By SkeletonArcher the Skeleton Archer level 97
51st Dusk 122nd year of Ascendancy at 03:12 see stats
By SkeletonArcher the Skeleton Archer level 64
19th Dusk 122nd year of Ascendancy at 22:56 see stats
By SkeletonArcher the Skeleton Archer level 26
6th Flare 122nd year of Ascendancy at 12:38 see stats
Log
SkeletonArcher is dazed!
Glumira the halfling gardener hits SkeletonArcher for 281 physical, 6 mind, 255 fire (541 total damage).
SkeletonArcher hits Glumira the halfling gardener for 0 lightning, 0 temporal, 2 fire, 0 nature, 0 acid, 3 physical, 0 mind, 0 blight (5 total damage).
SkeletonArcher is not dazed anymore.
Maim from SkeletonArcher hits Glumira the halfling gardener for 24 physical damage.
Arcane Vortex from SkeletonArcher hits Glumira the halfling gardener for 11 arcane damage.
Bleeding from SkeletonArcher hits Glumira the halfling gardener for 7 physical damage.
Glumira the halfling gardener's Earthen Missiles hits SkeletonArcher for 344 physical, 57 physical (402 total damage).
Glumira the halfling gardener's Earthen Missiles hits SkeletonArcher for 249 physical, 34 physical (283 total damage).
Glumira the halfling gardener's Earthen Missiles hits SkeletonArcher for 203 physical, 34 physical (236 total damage).
Glumira the halfling gardener's armour is more intact.
Maim from SkeletonArcher hits Glumira the halfling gardener for 49 physical damage.
Arcane Vortex from SkeletonArcher hits Glumira the halfling gardener for 21 arcane damage.
Bleeding from SkeletonArcher hits Glumira the halfling gardener for 13 physical damage.
Glumira the halfling gardener uses Stunning Blow.
Glumira the halfling gardener performs a melee critical strike against SkeletonArcher!
SkeletonArcher shrugs off the critical damage!
Glumira the halfling gardener resists the mind attack!
Glumira the halfling gardener hits SkeletonArcher for 518 physical damage.
SkeletonArcher hits Glumira the halfling gardener for 0 lightning, 0 temporal, 2 fire, 0 nature, 0 acid, 3 physical, 0 mind, 0 blight (5 total damage).
SkeletonArcher the level 141 skeleton archer was pierced to death by Glumira the halfling gardener on level 1 of Derth.
SkeletonArcher deactivates Precise Strikes.
SkeletonArcher is not stunned anymore.
SkeletonArcher deactivates Intuitive Shots.
SkeletonArcher is not disabled anymore.
SkeletonArcher deactivates Piercing Ammunition.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Glumira the halfling gardener killed SkeletonArcher!