










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Easy Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 17 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton archer at level 4 on the 77th Pyre 122nd year of Ascendancy at 16:09 0 / 6Killed by Poltergeist Forestbender at level 17 on the 6th Decay 122nd year of Ascendancy at 14:25 Killed by Poltergeist Forestbender at level 17 on the 6th Decay 122nd year of Ascendancy at 15:28 Killed by Poltergeist Forestbender at level 17 on the 6th Decay 122nd year of Ascendancy at 16:46 Killed by Poltergeist Forestbender at level 17 on the 6th Decay 122nd year of Ascendancy at 17:27 Killed by Poltergeist Forestbender at level 17 on the 6th Decay 122nd year of Ascendancy at 18:09 |
Primary Stats
| Strength | 36 (base 12) |
| Dexterity | 76 (base 44) |
| Constitution | 19 (base 14) |
| Magic | 23 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 33 (base 30) |
Resources
| Life | -1/475 |
| Stamina | 153/170 |
| Healing Factor | 1.1891723257555 |
| Regeneration | 6.2431547102164 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 43.880545025042 |
| See Invisible | 43.880545025042 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 67 |
| Crit Chance | 8% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +20% |
| Light | +4% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (38.594633868923%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 23 |
| Mental Save | 16 |
Defense: Resistances
| Darkness | + 10%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 5%( 70%) |
| Lightning | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.41 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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. | active |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. * You've found the needed snow giant kidney. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | 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 |
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 | grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning, +5% temporal A pair of boots made of leather. |
| Quiver | Poruma the quiver of ash arrows (119/120, 39-55 power, 15 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Master Weapon Damage 39.0 - 54.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +1.5% Capacity 120 Auto Reload 3 On-ranged-hit +20 item temporal energize On-Hit, radius 1 +4 arcane, +20 temporal On-crit, radius 2 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
| Light source | survivor's brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +6 (+3 eff.) Mind save +5 (+4 eff.) Healmod +11% other ------- Light +3 See Stealth +6 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | miner's rough leather cap of dexterity (+2) (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Dex +2 defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
| Tool | quick elm totem of healing [power 110] (12 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 12 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 52.55 You won the Ring of Blood trial, and this is your reward. |
| On fingers | marksman's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats Dex +2 offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) Accuracy +4 (+1 eff.) Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Corpsebow4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +20 draining blight On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+5 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 17 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
| On hands | radiant rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats Dex +2 offense ------ On-Hit 6 light Damage +4% light Accuracy +11 (+3 eff.) defense ------ Armor +1 Resistance +6% light 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 | rejuvenating cured leather armour of the hero (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats Str +4, Dex +5, Mag +3, Wil +4 Cun +3 defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +32.00 Life Regen +2.00 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | starlit copper amulet of mastery (0.11 Technique / Marksmanship)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% light, +10% darkness Blind Resist +20% other ------- Masteries +0.11 Technique/Marksmanship Amulets make your neck look great! |
Inventory
steel amulet of cunning (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Cun +4 Amulets make your neck look great! |
wizard's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats Mag +3 defense ------ Spell save +6 (+3 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
ash magestaff of fate (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +15% lightning defense ------ Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +5 (+4 eff.) other ------- Talents +1 Command Staff This staff offers 15% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of protection (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% lightning defense ------ Resistance +8% lightning other ------- Talents +1 Command Staff This staff offers 15% bonus, 8% resistance to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of channeling (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +15 (+8 eff.) Damage +15% darkness other ------- Mana/turn +0.10 Talents +1 Command Staff This staff offers 15% bonus to darkness damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
greater ash magestaff of protection (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Damage +15% lightning, +15% cold +15% arcane, +15% fire defense ------ Resistance +8% lightning, +8% cold +8% arcane, +8% fire other ------- Talents +1 Command Staff This staff offers 15% bonus, 8% resistance to fire, cold, lightning, arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
void walker's ash vilestaff of wizardry (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Mag +2, Wil +2 offense ------ Spell Crit +2% Spellpower +9 (+5 eff.) Damage +15% fire defense ------ Resistance +6% darkness, +6% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +6% Out-of-Phase Resilience +8% other ------- Max mana +11.00 Talents +1 Command Staff This staff offers 15% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
flaming steel battleaxe of paradox (23-34 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 temporal On-Hit, radius 1 +7 fire While equipped: defense ------ Resistance +12% temporal Massive two-handed battleaxes. |
steel battleaxe (22-34 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
elemental dwarven-steel greatmaul (42-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 53 fire damage (1/turn) While equipped: offense ------ Damage +7% fire Ignore resists +19% fire Massive two-handed mauls. |
Belar (23-37 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Disrupt/Psionic Weapon Damage 23.0 - 36.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +17 item expose +10 item nature slow +10 mind On Hit: * 10% chance to slow global speed by 45% * 17% chance to reduce all saves and defense by 19 While equipped: Stats Cun +3, Wil +3 defense ------ Defense +20 (+6 eff.) Resistance +13% acid, +1% physical +12% lightning, +12% fire +22% cold, +5% all Spell save +9 (+4 eff.) Life Regen +2.00 Massive two-handed swords. |
arcing steel greatsword of massacre (30-49 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 30.5 - 48.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage Massive two-handed swords. |
dwarven-steel greatsword of crippling (38-61 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 38.0 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Massive two-handed swords. |
arcing steel longsword (13-18 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage Sharp, long, and deadly. |
steel longsword of massacre (20-28 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
steel longsword of shearing (16-23 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Master Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% all Accuracy +7 (+2 eff.) Ignore Armor +5 Sharp, long, and deadly. |
truestriking steel longsword of enduring (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Con +7, Wil +6 offense ------ Ignore resists +7% physical Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Life +25.00 Sharp, long, and deadly. |
acidic dwarven-steel longsword of massacre (28-40 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Sharp, long, and deadly. |
hateful steel mace of daylight (16-22 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Psionic Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +5 light, +7 darkness Damage Against +7% Undead, +7% Living Blunt and deadly. |
dwarven-steel dagger of corruption (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 3 Sharp, short and deadly. |
hungering vined mindstar of resolve (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Wil +3 offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Spell save +2 (+1 eff.) other ------- Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 46.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown 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. |
wrathful vined mindstar of disruption (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% Damage Against +8% Unnatural On 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% While equipped: offense ------ Mind Crit +5% Mindpower +4 (+2 eff.) other ------- Hate-on-crit +2.00 Psi-on-crit +2.00 Talents +1 Attune Mindstar 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. |
Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats Dex +3 offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
fungal yew longbow of cold4.0 Encumbrance T3 longbow 2H weapon [Ego] Arcane/Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 cold While equipped: Stats Con +2 offense ------ Damage +15% cold other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 80 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
hardened leather sling of true flight4.0 Encumbrance T3 sling 1H weapon [Ego+] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: offense ------ Physical Crit +8.0% Accuracy +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
blazing quiver of elm arrows of accuracy (16/16, 13-18 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Nature/Master Weapon Damage 13.0 - 18.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +5 Critical Rate +1.0% Capacity 16 On-ranged-hit +14 fire On-crit, radius 2 +8 fire Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (16/19, 16-23 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 16.5 - 23.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 19 Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows (21/24, 30-41 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Master Weapon Damage 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 24 Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of steel shots of crippling (14/19, 22-26 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego++] Master/Psionic Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +11.5% Capacity 19 On-ranged-hit +7 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
thought-forged pouch of dwarven-steel shots of accuracy (16/16, 34-41 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Master/Psionic Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +3 Critical Rate +5.0% Capacity 16 Auto Reload 6 On-ranged-hit +8 mind, +12 item expose On Hit: * 12% chance to reduce all saves and defense by 19 Shots are used with slings to pummel your foes to death. |
acidic steel shield of cold resistance (+15%) (0 def, 4 armour, 38 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 acid When Hit 3 acid defense ------ Armor +4 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
shocking steel shield (0 def, 4 armour, 43 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 9 lightning When Hit 1 lightning defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield of resistance (0 def, 4 armour, 38 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +7% acid, +6% fire +6% lightning, +7% cold other ------- Talents +1 Block Handheld deflection devices. |
icy dwarven-steel shield of arcane resistance (+15%) (0 def, 6 armour, 78.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 15 cold When Hit 4 ice defense ------ Armor +6 Fatigue +8% Resistance +15% arcane other ------- Talents +1 Block Handheld deflection devices. |
mindwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Resistance +9% all Mind save +17 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of corrosion (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +11% acid defense ------ Resistance +16% acid, +9% all Mind save +19 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of fire (+19%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +13% fire When Hit: * 5% chance to slow global speed by 45% * 4 arcane resource burn defense ------ Resistance +11% all, +19% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing cured leather armour of resilience (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Disrupt While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +10% nature, +12% blight Life +20.00 A suit of armour made of leather. |
cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +15% cold A suit of armour made of leather. |
marauder's cured leather armour of cold resistance (9 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats Str +4, Dex +4 defense ------ Armor +4 Defense +9 (+3 eff.) Fatigue +7% Resistance +15% cold Physical save +8 (+4 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% lightning Life Regen +2.80 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
impenetrable steel mail armour of clarity (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Ego] Master/Psionic While equipped: defense ------ Armor +11 Defense +2 (+0 eff.) Fatigue +12% Resistance +7% mind Mind save +13 (+8 eff.) A suit of armour made of mail. |
steel mail armour of Eyal (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Ego+] Nature While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Life +24.00 Life Regen +1.00 Healmod +11% A suit of armour made of mail. |
dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training [Ego] Psionic While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +10 (+7 eff.) A suit of armour made of mail. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
enveloping cashmere cloak of the Shaloren (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: Stats Mag +1, Wil +1 defense ------ Defense +9 (+3 eff.) Physical save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
183 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature 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. |
Achievements
Log
SkellyArcher uses Re-assemble.
SkellyArcher receives 186 healing from Re-assemble.
Talent Steady Shot is ready to use.
Poltergeist Forestbender misses SkellyArcher.
Poltergeist Forestbender performs a melee critical strike against SkellyArcher!
SkellyArcher is being stalked by Poltergeist Forestbender!
Poltergeist Forestbender hits SkellyArcher for 44 nature, 5 nature, 9 physical, 15 fire (74 total damage).
Deadly Poison from SkellyArcher hits Poltergeist Forestbender for (17 to psi shield), 26 nature (26 total damage).
Poltergeist Forestbender's Beyond the Flesh hits SkellyArcher for 62 physical, 8 blight, 9 physical, 15 fire (94 total damage).
SkellyArcher receives 1 healing from Bloodcaller.
SkellyArcher casts Rune: Shatter Afflictions.
SkellyArcher is no longer weakened.
A shield forms around SkellyArcher.
SkellyArcher uses Steady Shot.
Poltergeist Forestbender is afflicted by a crippling illness!
SkellyArcher's Steady Shot hits Poltergeist Forestbender for (41 to psi shield), 139 physical, 24 blight, 24 blight, 4 arcane, (8 to psi shield), 12 temporal (203 total damage).
SkellyArcher receives 15 healing from Poltergeist Forestbender.
SkellyArcher receives 5 healing from Bloodcaller.
Poltergeist Forestbender uses Mindlash.
Your shield crumbles under the damage!
The shield around SkellyArcher crumbles.
Poltergeist Forestbender hits SkellyArcher for (50 absorbed), 30 physical (30 total damage).
Poltergeist Forestbender's Beyond the Flesh hits SkellyArcher for 58 physical, 8 blight, 9 physical, 15 fire (90 total damage).
Deadly Poison from SkellyArcher hits Poltergeist Forestbender for (17 to psi shield), 26 nature (26 total damage).
Poltergeist Forestbender uses Charged Strike.
SkellyArcher is no longer being stalked by Poltergeist Forestbender.
Poltergeist Forestbender performs a melee critical strike against SkellyArcher!
Poltergeist Forestbender hits SkellyArcher for 38 lightning, 5 nature, 9 physical (53 total damage).
SkellyArcher the level 17 skeleton archer was bled to death by a Poltergeist Forestbender on level 3 of Ruined halfling complex.


































































































