










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 50 / 231% |
Size | medium |
Lifes / Deaths | Killed by Argoniel at level 50 on the 73rd Pyre 125th year of Ascendancy at 18:20 / 2Killed by Elandar at level 50 on the 73rd Pyre 125th year of Ascendancy at 21:04 |
Primary Stats
Strength | 98 (base 60) |
Dexterity | 116 (base 60) |
Constitution | 81 (base 41) |
Magic | 23 (base 12) |
Willpower | 78 (base 26) |
Cunning | 69 (base 39) |
Resources
Life | -277/2177 |
Mana | 812/812 |
Stamina | 162/490 |
Healing Factor | 2.0752415653743 |
Regeneration | 119.62036752612 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 38.594739025712 |
See Invisible | 38.594739025712 |
Offense: Mainhand
Damage | 229 |
Accuracy | 76 |
Crit Chance | 58% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +29% |
Physical | +27% |
Nature | +29% |
Blight | +17% |
Arcane | +18% |
Mind | +43% |
All | +9% |
Offense: Damage Penetration
Lightning | +10% |
Blight | +10% |
Arcane | +10% |
Physical | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 48 (63.914983985962%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 43 |
Mental Save | 59 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 28%( 70%) |
All | + 15%( 70%) |
Physical | + 65%( 70%) |
Lightning | + 28%( 70%) |
Light | + 20%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 31%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 56%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 70% |
Bleed Resistance | 100% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 17% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 175 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 267.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 56 up to 7 times. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Technique / Archery prowess | 1.50 |
| 2/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1758. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 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: +5 Defense: +17 (+4 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +12 Dex / +2 Wil Changes resistances penetration: +10% blight / +10% arcane Silence immunity: +50% Confusion immunity: +38% Stun/Freeze immunity: +34% Stamina each turn: +0.80 Mana each turn: +0.08 Maximum life: +53.00 Spell crit. chance: +3% Movement speed: +10% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 203% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +27 Armour Penetration: +32 Crit. chance: +39.0% Capacity: 25 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 17 On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +4 blight Damage (radius 1) on hit: +20 blight Damage (radius 2) on crit: +16 blight Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +9% arcane Physical save: +15 (+5 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +10% Maximum life: +134.00 Light radius: +5 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Defense: +3 (+0 eff.) Changes stats: +2 Str Changes resistances: +20% physical / +23% darkness / +6% blight / +30% nature / +19% mind Changes resistances penetration: +5% physical Changes damage: +20% nature / +18% physical / +19% mind / +20% darkness Critical mult.: +15.00% Spell save: +3 (+1 eff.) Life regen: +4.79 Maximum hate: +14.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+2 eff.) Changes stats: +1 Str Critical mult.: +12.00% Cut immunity: +20% Silence immunity: +20% Disarm immunity: +20% Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Wil / +5 Cun / +5 Con Changes resistances: +6% blight Spell save: +19 (+6 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +43% Life regen: +20.00 Maximum life: +100.00 Maximum stamina: +22.00 Light radius: +1 Infravision radius: +3 Healing mod.: +17% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +20 (+5 eff.) Defense: +10 (+2 eff.) Changes stats: +5 Str / +2 Dex Changes resistances penetration: +10% lightning Changes damage: +7% all Mental save: +11 (+3 eff.) Confusion immunity: +42% Life regen: +13.00 Maximum life: +83.00 Spellpower: +19 (+9 eff.) Mindpower: +20 (+5 eff.) Healing mod.: +18% Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Damage against: +37% Summoned Reduced damage from: +35% Summoned Maximum life: +94.00 Maximum mana: +78.00 Maximum stamina: +51.00 Maximum hate: +16.00 Maximum psi: +28.00 Maximum vim: +30.00 Maximum pos.energy: +31.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +20 Con / +20 Wil Changes resistances: +18% acid / +6% fire / +2% physical Changes damage: +15% mind Confusion immunity: +20% Life regen: +4.00 Maximum life: +225.00 Longbows are used to shoot arrows at your foes. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Mental save: +11 (+3 eff.) Life regen: +5.60 Stamina each turn: +0.80 Psi each turn: +0.25 Maximum life: +65.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +25 Defense: +25 (+5 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes stats: +5 Str / +6 Dex / +8 Cun Changes resistances: +26% acid / +37% physical / +36% fire / +15% lightning / +15% cold Mental save: +6 (+2 eff.) Life regen: +4.00 Mindpower: +15 (+4 eff.) A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +10 Con Changes resistances: +6% fire / +6% light / +12% darkness Critical mult.: +22.00% Stealth bonus: +10 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Stun/Freeze immunity: +120% Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Physical power: +29 (+7 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Damage when hit (Melee): 4 blight Changes stats: +2 Str / +3 Mag Changes damage: +6% blight / +9% physical Critical mult.: +17.00% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +15 Only die when reaching: -80.00 life Maximum mana: +52.00 Combat speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +10 Cun Changes resistances: +6% acid / +30% fire / +15% mind Changes resistances penetration: +25% fire Changes damage: +6% acid / +9% fire Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +32% darkness Changes damage: +16% darkness Spellpower: +10 (+5 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +10 (+3 eff.) Defense: +11 (+2 eff.) Changes stats: +7 Str / +6 Con Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 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 29% for 5 turns. Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 35 Damage (Melee): 18 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 35 Damage (Ranged): 21 physical Changes stats: +14 Cun / +8 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 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 63%. Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Cun / +6 Wil Spellpower: +12 (+6 eff.) Mindpower: +25 (+7 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Mag / +3 Cun Changes resistances: +9% light Changes damage: +12% cold Stun/Freeze immunity: +50% Life regen: +9.00 Light radius: +2 See invisible: +9 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +13.00 Maximum life: +90.00 Healing mod.: +17% Rings make your fingers look great! |
![]() Ereligund (191% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 192% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +20 mind When wielded/worn: Changes stats: +15 Wil / +3 Con Changes resistances: +9% nature / +9% cold Changes damage: +9% mind Spell save: +15 (+5 eff.) Infravision radius: +3 See invisible: +9 Massive two-handed swords. |
![]() Tydin the Jetbreak Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Attack speed: 100% Firing range: +10 Travel speed: +249% Damage (Ranged): +24 darkness When wielded/worn: Physical power: +23 (+6 eff.) Changes stats: +8 Str / +5 Wil / +6 Con Changes damage: +21% mind Mindpower: +35 (+9 eff.) Longbows are used to shoot arrows at your foes. |
![]() truestriking voratun mace (157% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +15% physical Blunt and deadly. |
![]() gifted living mindstar of disruption (111% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +19% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +22 (+6 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Xanalramina the Sewerlord (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +25 nature When wielded/worn: Changes stats: +11 Mag / +11 Wil Changes resistances: +12% fire Changes damage: +24% nature Equilibrium when hit: +0.16 Maximum psi: +62.35 Spellpower: +15 (+7 eff.) Light radius: +4 Infravision radius: +4 See invisible: +9 One-handed war axes. |
![]() quick voratun waraxe of massacre (166% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +22 (+5 eff.) Changes stats: +5 Dex Combat speed: +10% One-handed war axes. |
![]() Whip of Urh'Rok (167% power, 0 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+7 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() spiritwalker's drakeskin leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.60 Maximum mana: +55.00 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 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() verdant elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +18% blight / +15% all Changes damage: +21% nature Poison immunity: +25% Disease immunity: +50% Life regen: +5.10 Maximum life: +70.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of drakeskin leather boots of massiveness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Str / +8 Con Changes damage: +5% physical Size category: +1 A pair of boots made of leather. |
![]() fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Mag / +8 Con Changes resistances: +20% darkness / +20% physical Changes damage: +20% physical / +13% darkness / +19% arcane Maximum hate: +12.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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... |
![]() marauder's drakeskin leather armour of the deep (29 def, 13 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +29 (+6 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex Changes resistances: +11% acid / +15% cold Allows you to breathe in: water Physical save: +20 (+7 eff.) A suit of armour made of leather. |
![]() impenetrable voratun plate armour of Eyal (0 def, 36 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Fatigue: +22% Life regen: +10.00 Maximum life: +50.00 Healing mod.: +16% A suit of armour made of metal plates. |
![]() windwalling voratun shield of winter (0 def, 10 armour, 208 block) Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 204 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +9 Wil Changes resistances: +19% cold / +17% physical Talent granted: +1 Block Slows Projectiles: +31% Bonus block near projectiles: +67 Handheld deflection devices. |
![]() 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. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 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 Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 376.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 6/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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) Activation costs 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. |
![]() dragonbone totem of summon tentacle 'Aridunalar' [power 470] (9/22 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +17 Dex Changes resistances: +36% lightning Physical save: +18 (+6 eff.) Confusion immunity: +25% Life regen: +4.99 Maximum life: +100.00 It can be used to summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 566 Armor: 50 All Resist: 50 Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() extending dragonbone totem of healing [power 560] (9/13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 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 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold 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: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Robin Hood the Skeleton Archer level 31
76th Dusk 123rd year of Ascendancy at 19:35 see stats
By Robin Hood the Skeleton Archer level 24
24th Pyre 123rd year of Ascendancy at 22:38 see stats
By Robin Hood the Skeleton Archer level 30
74th Dusk 123rd year of Ascendancy at 22:45 see stats
By Robin Hood the Skeleton Archer level 34
4th Decay 123rd year of Ascendancy at 22:32 see stats
By Robin Hood the Skeleton Archer level 40
26th Pyre 124th year of Ascendancy at 14:53 see stats
By Robin Hood the Skeleton Archer level 33
1st Decay 123rd year of Ascendancy at 08:57 see stats
By Robin Hood the Skeleton Archer level 16
9th Allure 123rd year of Ascendancy at 07:04 see stats
By Robin Hood the Skeleton Archer level 26
8th Flare 123rd year of Ascendancy at 07:56 see stats
By Robin Hood the Skeleton Archer level 48
55th Regrowth 125th year of Ascendancy at 07:16 see stats
By Robin Hood the Skeleton Archer level 10
31st Haze 122nd year of Ascendancy at 02:29 see stats
By Robin Hood the Skeleton Archer level 42
17th Dusk 124th year of Ascendancy at 03:58 see stats
By Robin Hood the Skeleton Archer level 32
58th Haze 123rd year of Ascendancy at 22:31 see stats
By Robin Hood the Skeleton Archer level 49
13rd Pyre 125th year of Ascendancy at 14:10 see stats
By Robin Hood the Skeleton Archer level 21
61st Regrowth 123rd year of Ascendancy at 05:10 see stats
By Robin Hood the Skeleton Archer level 19
19th Regrowth 123rd year of Ascendancy at 08:17 see stats
By Robin Hood the Skeleton Archer level 25
54th Pyre 123rd year of Ascendancy at 22:32 see stats
By Robin Hood the Skeleton Archer level 50
68th Pyre 125th year of Ascendancy at 13:36 see stats
By Robin Hood the Skeleton Archer level 35
3rd Allure 124th year of Ascendancy at 12:19 see stats
By Robin Hood the Skeleton Archer level 47
30th Haze 124th year of Ascendancy at 17:35 see stats
By Robin Hood the Skeleton Archer level 32
38th Haze 123rd year of Ascendancy at 08:35 see stats
By Robin Hood the Skeleton Archer level 24
24th Pyre 123rd year of Ascendancy at 23:08 see stats
By Robin Hood the Skeleton Archer level 10
19th Haze 122nd year of Ascendancy at 00:19 see stats
By Robin Hood the Skeleton Archer level 20
58th Regrowth 123rd year of Ascendancy at 13:59 see stats
By Robin Hood the Skeleton Archer level 30
72nd Dusk 123rd year of Ascendancy at 19:15 see stats
By Robin Hood the Skeleton Archer level 40
26th Pyre 124th year of Ascendancy at 04:31 see stats
By Robin Hood the Skeleton Archer level 50
24th Pyre 125th year of Ascendancy at 20:16 see stats
By Robin Hood the Skeleton Archer level 24
37th Pyre 123rd year of Ascendancy at 17:18 see stats
By Robin Hood the Skeleton Archer level 50
25th Pyre 125th year of Ascendancy at 13:06 see stats
By Robin Hood the Skeleton Archer level 19
43rd Regrowth 123rd year of Ascendancy at 07:13 see stats
By Robin Hood the Skeleton Archer level 44
42nd Dusk 124th year of Ascendancy at 23:08 see stats
By Robin Hood the Skeleton Archer level 26
16th Dusk 123rd year of Ascendancy at 17:22 see stats
By Robin Hood the Skeleton Archer level 22
15th Pyre 123rd year of Ascendancy at 13:10 see stats
By Robin Hood the Skeleton Archer level 32
59th Haze 123rd year of Ascendancy at 00:50 see stats
By Robin Hood the Skeleton Archer level 24
24th Pyre 123rd year of Ascendancy at 22:38 see stats
By Robin Hood the Skeleton Archer level 8
8th Haze 122nd year of Ascendancy at 13:38 see stats
By Robin Hood the Skeleton Archer level 24
24th Pyre 123rd year of Ascendancy at 22:38 see stats
By Robin Hood the Skeleton Archer level 19
20th Regrowth 123rd year of Ascendancy at 10:37 see stats
By Robin Hood the Skeleton Archer level 19
31st Regrowth 123rd year of Ascendancy at 15:16 see stats
By Robin Hood the Skeleton Archer level 42
33rd Dusk 124th year of Ascendancy at 06:27 see stats
By Robin Hood the Skeleton Archer level 4
31st Dusk 122nd year of Ascendancy at 18:49 see stats
By Robin Hood the Skeleton Archer level 36
16th Regrowth 124th year of Ascendancy at 14:14 see stats
By Robin Hood the Skeleton Archer level 19
31st Regrowth 123rd year of Ascendancy at 06:07 see stats
By Robin Hood the Skeleton Archer level 32
38th Haze 123rd year of Ascendancy at 06:36 see stats
By Robin Hood the Skeleton Archer level 23
24th Pyre 123rd year of Ascendancy at 18:56 see stats
By Robin Hood the Skeleton Archer level 50
73rd Pyre 125th year of Ascendancy at 18:20 see stats
By Robin Hood the Skeleton Archer level 30
74th Dusk 123rd year of Ascendancy at 14:18 see stats
Log
Argoniel casts Acid Strike.
Robin Hood evades Argoniel.
Robin Hood evades Argoniel.
Robin Hood repels an attack from Argoniel.
Robin Hood repels an attack from Argoniel.
Robin Hood's Intuitive Shots performs a ranged critical strike against Argoniel!
Argoniel shrugs off Robin Hood's 'Deep Wound'!
Argoniel HEALS from blight damage!
Robin Hood damages himself through Martyrdom!
Bone Spike hits Robin Hood for (12 flat reduction), 0 physical (0 total damage).
Argoniel hits Robin Hood for (0 flat reduction), 0 blight, (0 flat reduction), 0 fire, (2 flat reduction), 0 blight, (1 flat reduction), 0 blight (0 total damage).
Robin Hood's Intuitive Shots hits Argoniel for (98 to bones), 0 physical, 2 blight, 4 fire, 10 blight, 3 healing, 8 blight, 2 healing (23 total damage) [5 healing].
Robin Hood is no longer cursed.
Woeful Disease from Argoniel hits Robin Hood for (13 flat reduction), 0 blight (0 total damage).
Decrepitude Disease from Argoniel hits Robin Hood for (32 flat reduction), 11 blight (11 total damage).
Robin Hood uses Snipe.
Robin Hood is no longer aiming.
Robin Hood's Snipe performs a ranged critical strike against Elandar!
Elandar is afflicted by a crippling illness!
Elandar shrugs off Robin Hood's 'Deep Wound'!
Elandar teleports some damage to Robin Hood!
Robin Hood damages himself through Martyrdom!
Elandar hits Robin Hood for (32 flat reduction), 19 physical, (2 flat reduction), 0 blight (19 total damage).
Robin Hood's Snipe hits Robin Hood for 2 teleported, 4 teleported, 12 teleported (18 total damage).
Robin Hood's Snipe hits Elandar for 715 physical, (2 teleported), 0 blight, (4 teleported), 0 fire, (12 teleported), 0 blight, 9 blight (725 total damage).
Elandar casts Manathrust.
Robin Hood reacts to damage from Elandar, mitigating the blow!.
Elandar hits Robin Hood for (32 flat reduction), (201 reacted , -5 stam), 405 arcane (405 total damage).
Robin Hood the level 50 skeleton archer was energised to death by a Elandar on level 11 of High Peak.