












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 29 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 11 on the 1st Haze 122nd year of Ascendancy at 19:28 0 / 7Killed by elven cultist at level 11 on the 1st Haze 122nd year of Ascendancy at 19:40 Killed by worm that walks at level 18 on the 62nd Haze 122nd year of Ascendancy at 10:24 Killed by Layimina the snow giant chieftain at level 20 on the 70th Haze 122nd year of Ascendancy at 18:10 Killed by Polyriavea the elven warrior at level 25 on the 68th Regrowth 123rd year of Ascendancy at 10:51 Killed by Layiratha the ghast at level 26 on the 39th Pyre 123rd year of Ascendancy at 19:10 Killed by The Master at level 29 on the 52nd Pyre 123rd year of Ascendancy at 11:22 |
Primary Stats
| Strength | 39 (base 21) |
| Dexterity | 70 (base 55) |
| Constitution | 60 (base 34) |
| Magic | 10 (base 10) |
| Willpower | 46 (base 10) |
| Cunning | 61 (base 26) |
Resources
| Life | -82/854 |
| Stamina | 249/314 |
| Healing Factor | 1.7300507772247 |
| Regeneration | 19.997776843213 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 48.490609053073 |
| See Invisible | 72.490609053073 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 66 |
| Crit Chance | 41% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| All | 0% |
| Physical | +13% |
| Darkness | +6% |
| Nature | +29% |
Offense: Damage Penetration
| Lightning | +35% |
| Acid | +14% |
| Physical | +32% |
| Darkness | +10% |
| Nature | +32% |
Defense: Base
| Armour (hardiness) | 50 (63.914983985962%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 32 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 30%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 36%( 70%) |
| Physical | + 19%( 70%) |
| Darkness | + 33%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 334 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 4 nature, 4 cold |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Agility | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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. | active |
You failed to protect the injured seer from death by dreaming wolf. Escort: injured seer (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by hornet swarm. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 94. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of greater demon bile. * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | Porotira the pair of hardened leather boots (20 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +20 (+5 eff.) Fatigue: -6% Changes stats: +3 Str / +3 Con Maximum encumbrance: +29 Physical save: +8 (+3 eff.) Stamina each turn: +1.00 Maximum stamina: +10.00 Infravision radius: +3 A pair of boots made of leather. |
| Quiver | barbed pouch of stralite shots (0/20, 50-61 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 50.5 - 60.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +13.5% Capacity: 20 On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Scabobeisance'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +5 Wil Changes resistances: +18% cold Critical mult.: +14.00% Poison immunity: +20% Light radius: +5 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Poxgrind' (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes resistances: +9% nature Changes resistances penetration: +20% nature / +25% lightning Changes damage: +15% nature Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | drakeskin leather gloves 'Darksteel' (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +3 Changes stats: +3 Cun Changes resistances: +15% acid / +3% fire / +21% darkness Changes resistances penetration: +10% darkness Changes damage: +12% acid / +6% darkness Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 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. |
| Tool | voratun torque of gale force 'Treestreaker' [power 410] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +7 Cun / +4 Wil See invisible: +12 It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 463 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 23/35) : Effective talent level: 2.0 Power cost: 35 out of 23/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 225 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Greenarc the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +27 acid / +23 nature When wielded/worn: Armour penetration: +7 Changes stats: +1 Str / +10 Wil / +7 Cun / +13 Con Changes resistances penetration: +14% acid / +7% physical / +12% nature Changes damage: +6% nature Maximum life: +44.00 See invisible: +12 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | EmottaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +37 (+9 eff.) Defense: +10 (+2 eff.) Changes stats: +4 Str / +6 Dex / +4 Con Changes resistances: +5% arcane Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Voryminor the Nimbusmire (0 def, 14 armour, 69-83 power, 237 block)Requires: - Shield usage training - Dexterity 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +237 Damage (radius 2) on crit: +4 lightning When wielded/worn: Armour: +14 Fatigue: +8% Damage when hit (Melee): 10 mind Changes resistances: +19% lightning Changes resistances penetration: +10% lightning Talent granted: +1 Block Life regen: +2.00 Mental crit. chance: +2% Handheld deflection devices. |
| Cloak | Xerydara the cashmere cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +7 (+1 eff.) Changes stats: +2 Str / +1 Dex / +2 Con Changes resistances: +6% acid Changes resistances penetration: +25% physical Only die when reaching: -40.00 life Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Flashpierce the drakeskin leather armour (25 def, 16 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +16 Defense: +25 (+6 eff.) Fatigue: +8% Changes stats: +3 Str / +3 Con Changes resistances: +8% mind / +6% lightning Mental save: +20 (+7 eff.) A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.biting gale rune (damage 124; dur 4; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 124.00 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune of the wizard (absorb 72; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 72 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
PrismoozerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% light / +43% cold Changes resistances penetration: +15% light Changes damage: +12% light / +14% cold Rings make your fingers look great! |
gladiator's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Con Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe 'Bleakvenom' (44-66 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 21% Damage (Melee): +20 light Damage (radius 2) on crit: +16 mind When wielded/worn: Damage when hit (Melee): 6 darkness Changes damage: +6% light / +30% darkness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword (34-54 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
Baryhell the OozegoreRequires: - 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%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to slow global speed by 53% Damage (Ranged): +4 light Damage (radius 1) on hit: +20 nature / +8 acid Damage (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +38 (+10 eff.) Armour penetration: +15 Changes resistances: +3% light Changes resistances penetration: +15% all Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Icemortal'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%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 fire Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +11.0% Changes resistances: +27% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.manaburning dwarven-steel longsword of disruption (23-32 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 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: +10% Unnatural Sharp, long, and deadly. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
IvetaRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to reduce all saves and defense by 26 Damage (Ranged): +8 mind Damage (radius 1) on hit: +12 arcane When wielded/worn: Changes stats: +5 Dex Changes resistances: +6% blight Changes damage: +9% arcane / +9% blight Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Scorpionwisp'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 On weapon hit: * 10% chance to reduce damage dealt by 21% Damage (Ranged): +4 nature When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +2 Str Changes resistances: +6% lightning / +3% mind / +3% light Physical save: +9 (+3 eff.) Poison immunity: +20% Slings are used to hurl stones or metal shots at your foes. |
enhanced hardened leather sling of enduringRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +5 Str / +6 Dex / +4 Mag / +10 Wil / +5 Cun / +13 Con Maximum life: +35.00 Slings are used to hurl stones or metal shots at your foes. |
Focus Whip (19-21 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 10% Cun, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Try to fry your enemies brain (25% chance to brainlock) When wielded/worn: Mindpower: +10 (+3 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4 Activation costs 10 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
KindlebutcherCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +12% fire / +9% mind / +3% temporal Spell save: +6 (+3 eff.) Knockback immunity: +20% Only die when reaching: -80.00 life Size category: +1 A belt that goes around your waist. |
balancing rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +10.0% Physical power: +4 (+1 eff.) Changes stats: +4 Cun / +4 Dex Critical mult.: +6.00% Mental crit. chance: +6% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Spell crit. chance: +4% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.insulating hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +5% fire / +7% cold Spell crit. chance: +4% A belt that goes around your waist. |
Aeruna the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 mind Changes resistances: +13% blight / +3% physical / +13% nature Reduces incoming crit damage: 5.00% Cut immunity: +20% Knockback immunity: +10% Life regen: +6.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.restorative cashmere cloak of Eldoral (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +13% nature / +13% blight Life regen: +4.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Saleganor' (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +6% mind / +9% all Changes resistances penetration: +15% acid Changes damage: +6% acid / +5% temporal / +7% arcane / +6% all Mental save: +16 (+5 eff.) Maximum mana: +26.00 Spellpower: +13 (+11 eff.) Spell crit. chance: +2% Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velerema the Cloudscar (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Mag / +3 Wil Changes resistances: +15% lightning / +26% temporal / +16% darkness Changes resistances penetration: +14% temporal / +15% darkness / +10% fire Changes damage: +6% lightning / +3% fire Silence immunity: +33% Confusion immunity: +35% Stun/Freeze immunity: +20% Defense after a teleport: +13 Resist all after a teleport: +18% New effects duration reduction after a teleport: +23% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Stamina each turn: +0.60 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +2 Wil / +3 Cun / +3 Con Physical save: +14 (+5 eff.) Mental save: +12 (+4 eff.) It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
hardened leather gloves 'Camifang' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Armour: +2 Changes stats: +2 Str Changes damage: +6% mind / +9% temporal Physical save: +5 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +22% Maximum stamina: +10.00 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. |
Rotlash the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 light Changes resistances: +5% fire / +3% nature / +6% cold Changes damage: +9% nature / +3% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.defender's hardened leather cap of strength (+5) (6 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +5 Str Changes resistances: +2% all Physical save: +7 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather cap of the depths (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% cold Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level.mindcaging dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +16% mind Mental save: +10 (+3 eff.) Confusion immunity: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather armour of the deep (20 def, 9 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +9 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Dexterity 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Hornet Stingers (18/20, 18-25 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
storming quiver of elm arrows of erosion (20/22, 12-18 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 22 Damage (Ranged): +9 nature / +17 lightning Damage (radius 2) on crit: +9 lightning Arrows are used with bows to pierce your foes to death. |
48 alchemist agate0.00 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. |
2 onyx0.00 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. |
9 aquamarine0.00 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.00 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(103 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp of the sun Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +6% light Damage affinity(heal): +5% light Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 41.84 light damage. At talent level 3 you gain 9% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet0.00 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. |
Rod of Recall (1/1)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 202 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. |
Transmogrification ChestPowered 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. |
Glimmerwhisper the pouch of steel shots (19/19, 18-22 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Damage Shield penetration (this weapon only): +30% Damage (Ranged): +8 blight Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +16 light / +20 temporal Shots are used with slings to pummel your foes to death. |
Vipercut the pouch of steel shots (20/20, 24-29 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 24.0 - 28.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +2 Crit. chance: +10.5% Capacity: 20 On weapon hit: * 10% chance to slow global speed by 53% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 blight / +8 cold Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +12 nature Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of crippling (15/15, 26-31 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +15.5% Capacity: 15 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.high-capacity pouch of steel shots of daylight (37/37, 20-23 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 37 Damage (Ranged): +7 light Damage against: +10% Undead When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
9 amethyst0.00 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. |
4 quartz0.00 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. |
zircon0.00 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
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Jade the Halfling Archer level 21
29th Regrowth 123rd year of Ascendancy at 02:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Jade the Halfling Archer level 16
40th Haze 122nd year of Ascendancy at 00:11 see stats
Earth Master
Killed Harkor'Zun.By Jade the Halfling Archer level 20
71st Haze 122nd year of Ascendancy at 16:00 see stats
Exterminator
Killed 1000 creatures.By Jade the Halfling Archer level 17
59th Haze 122nd year of Ascendancy at 14:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jade the Halfling Archer level 19
63rd Haze 122nd year of Ascendancy at 01:29 see stats
Level 10
Got a character to level 10.By Jade the Halfling Archer level 10
5th Mirth 122nd year of Ascendancy at 16:57 see stats
Level 20
Got a character to level 20.By Jade the Halfling Archer level 20
70th Haze 122nd year of Ascendancy at 15:08 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Jade the Halfling Archer level 26
70th Regrowth 123rd year of Ascendancy at 13:17 see stats
The secret city
Discovered the truth about mages.By Jade the Halfling Archer level 15
25th Haze 122nd year of Ascendancy at 23:14 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Jade the Halfling Archer level 26
41st Pyre 123rd year of Ascendancy at 19:33 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Jade the Halfling Archer level 26
27th Pyre 123rd year of Ascendancy at 20:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jade the Halfling Archer level 16
40th Haze 122nd year of Ascendancy at 00:11 see stats
Log
Jade hits The Master for 53 physical, 20 darkness (73 total damage).
The Master's deep wound closes.
The Master slows down.
You do not have enough ammo left!
Jade evades Armoured skeleton warrior.
Jade is no longer evading attacks.
Ghoul speeds up in the retch.
Lord of Skulls (warrior) receives 58 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Jade for 31 blight damage.
Ghoul receives 72 healing from Ghoul's purging blight area effect.
The Master receives 55 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 54 healing from Ghoul's purging blight area effect.
Jade performs a melee critical strike against The Master!
You do not have enough ammo left!
Ghoul misses Jade.
Jade hits The Master for 80 physical, 20 darkness (100 total damage).
The Master's loses some focus.
Armoured skeleton warrior performs a melee critical strike against Jade!
Jade is recovering from the damage!
Jade tries to evade attacks.
Jade shrugs off Armoured skeleton warrior's 'Cripple'!
Melee retaliation hits Armoured skeleton warrior for (4 blocked), 0 nature, 5 mind (5 total damage).
Armoured skeleton warrior hits Jade for 79 physical, 82 fire, 95 light, 42 lightning (300 total damage).
The Master uses Stunning Blow.
The Master performs a melee critical strike against Jade!
Jade is stunned!
The Master hits Jade for 275 physical damage.
Melee retaliation hits The Master for 5 nature, 8 mind (13 total damage).
Jade the level 29 halfling archer was shattered to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.













































































































