Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.45 |
| Addons | Items Vault 0.9.45 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 34 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 2 on the 76th Pyre 122nd year of Ascendancy at 03:31 3 / 3Killed by Jacian the halfling at level 26 on the 8th Regrowth 124th year of Ascendancy at 17:04 Killed by orc cryomancer at level 34 on the 29th Haze 124th year of Ascendancy at 08:48 |
Primary Stats
| Strength | 38 (base 21) |
| Dexterity | 92 (base 60) |
| Constitution | 42 (base 39) |
| Magic | 14 (base 10) |
| Willpower | 25 (base 20) |
| Cunning | 39 (base 25) |
Resources
| Life | 772/772 |
| Mana | 373/373 |
| Stamina | 236/236 |
| Equilibrium | 0 |
| Healing Factor | 1 |
| Regeneration | 1.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -51.416666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 14 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 72 |
| Crit Chance | 24% |
| APR | 23 |
| Speed | 0.80 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 53 |
| Crit Chance | 23% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.55 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +46% |
| Temporal | +15% |
| Physical | +30% |
| Arcane | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +35% |
| Fire | +15% |
| Nature | +8% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 44.233333333333 |
| Ranged Defense | 46.233333333333 |
| Fatigue | 3 |
| Physical Save | 28.9375 |
| Spell Save | 43.508333333333 |
| Mental Save | 37.1375 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 13%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 22%( 70%) |
| Temporal | + 13%( 70%) |
| Arcane | + 9%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 474 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 368 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 13) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you cannot heal or regen life while invisible. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Archery - slings | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here, you float in the air. Movement three times as slow, any melee or archery blows have a chance to knockback. Maximum encumberance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Spit Poison (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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 pwoer system. * 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: 48. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the south east and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 14 power out of 18/18) : Effective talent level: 4.0 Power cost: 14 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | Blastmarrow (14/14, 15-18 power, 2 apr) Blastmarrow (14/14, 15-18 power, 2 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 14 Damage when this weapon hits(ranged): +8 lightning daze Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +20 lightning Shots are used with slings to pummel your foes to death. |
| Light source | Xyriwen XyriwenInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +15% lightning / +12% blight Spell save: +6 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Shimmerweeper (0 def, 3 armour) Shimmerweeper (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when the wearer is hit: 16 lightning Changes damage: +30% lightning / +15% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | archer's hardened leather gloves of dexterity (+2) (0 def, 2 armour) archer's hardened leather gloves of dexterity (+2) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +21 Armour penetration: +7 Armour: +2 Changes stats: +2 Cun / +8 Dex It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 8.00 Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Sparkwinnow of kinetic psionic shield [power 25] (27/18 cooldown) Sparkwinnow of kinetic psionic shield [power 25] (27/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +18% acid Changes resistances penetration: +25% lightning Changes damage: +12% lightning It can be used to setup a psionic shield, reducing all physical and acid damage by 25 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring of speed gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 Defense: +5 Movement speed: +6% It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 1.8 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 16% for 5 turns. Rings can have magical properties. |
| On fingers | Alivon AlivonInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% nature / +9% cold / +9% temporal Changes damage: +30% physical Critical mult.: +20.00% Rings can have magical properties. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | thunderous hardened leather sling of nature thunderous hardened leather sling of natureRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +8 nature / +11 lightning daze When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +4% all Changes resistances penetration: +8% nature / +8% lightning Slings are used to hurl stones or metal shots at your foes. |
| Around waist | skylord's hardened leather belt of burglary skylord's hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Wil / +2 Cun / +5 Lck Trap disarming bonus: +5 Stealth bonus: +8 Physical save: +5 Spell save: +6 Mental save: +7 Infravision radius: +3 A belt that goes around your waist. |
| In off hand | thorny mindstar of storms (7.5-8.25 power, 24 apr, nature damage) thorny mindstar of storms (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 lightning Changes resistances: +4% lightning Changes resistances penetration: +2% lightning Changes damage: +4% lightning Mindpower: +3 Mental crit. chance: +3% 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. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
| Main armor | Gunikor the Infernomaster (27 def, 7 armour) Gunikor the Infernomaster (27 def, 7 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +14 Physical crit. chance: +5.0% Armour: +7 Defense: +27 Ranged Defense: +6 Fatigue: +8% Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +15% fire Changes damage: +6% arcane Mental save: +20 Maximum life: -80.00 Movement speed: +10% It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 48% stamina. A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 248 for 6 turns)shielding rune (absorb 248 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Skybrawn SkybrawnInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% blight / +12% darkness / +12% lightning Amulets can have magical properties. |
warmaker's stralite amulet of vision warmaker's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +7 Wil Blindness immunity: +28% Infravision radius: +1 See invisible: +13 Amulets can have magical properties. |
Beisus BeisusPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +4 Con Changes resistances: +5% physical Changes damage: +15% blight Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Xessra XessraInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Dex Changes resistances: +9% cold / +9% darkness / +9% light Rings can have magical properties. |
Yvatha YvathaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +21% acid Stamina each turn: +1.00 Rings can have magical properties. |
marksman's steel ring of life marksman's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Life regen: +0.50 Maximum life: +40.00 Healing mod.: +10% Rings can have magical properties. |
marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
mule's gold ring of light (+24%) mule's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +24% light Changes damage: +12% light Maximum encumberance: +31 Rings can have magical properties. |
psionicist's gold ring of tenacity psionicist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Disarm immunity: +31% Pinning immunity: +29% Knockback immunity: +20% Rings can have magical properties. |
psionicist's stralite ring of mental power psionicist's stralite ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Mindpower: +9 Rings can have magical properties. |
rogue's gold ring of frost (+24%) rogue's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
rogue's gold ring of sensing rogue's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 Changes stats: +5 Cun Blindness immunity: +31% See stealth: +11 See invisible: +7 Rings can have magical properties. |
rogue's gold ring of speed rogue's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 Defense: +15 Changes stats: +5 Cun Movement speed: +6% It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.7 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 24% for 5 turns. Rings can have magical properties. |
savage's stralite ring savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Con Spell save: +13 Maximum stamina: +25.00 Rings can have magical properties. |
savage's stralite ring of blasting savage's stralite ring of blastingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Con Damage when the wearer hits(melee): 7 lightning / 5 physical Damage when the wearer is hit: 7 lightning / 8 physical Spell save: +6 Maximum stamina: +27.00 Rings can have magical properties. |
savior's gold ring of life savior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 Spell save: +8 Mental save: +7 Life regen: +0.60 Maximum life: +59.00 Healing mod.: +14% Rings can have magical properties. |
sneakthief's steel ring sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Dex Rings can have magical properties. |
solipsist's stralite ring solipsist's stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Wil Mindpower: +8 Rings can have magical properties. |
titan's gold ring of fire (+24%) titan's gold ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +8 Rings can have magical properties. |
voratun ring 'Blastbrace' voratun ring 'Blastbrace'Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 Changes stats: +8 Cun Changes resistances: +6% lightning / +14% temporal Changes damage: +14% temporal Disarm immunity: +38% Pinning immunity: +34% Knockback immunity: +30% Rings can have magical properties. |
voratun ring of pilfering voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +8 Defense: +4 It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
warrior's voratun ring of lightning (+28%) warrior's voratun ring of lightning (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +28% lightning Changes damage: +14% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. psychic's stralite battleaxe (44.5-66.75 power, 3 apr)psychic's stralite battleaxe (44.5-66.75 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +5 Wil Mindpower: +11 Massive two-handed battleaxes. |
fungal reinforced leather sling of power fungal reinforced leather sling of powerRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Attack speed: 80% Firing range: +9 When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +10% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 140 life over 5 turns, placing all other charms into a 18 cooldown. Slings are used to hurl stones or metal shots at your foes. |
protective hardened leather belt of carrying protective hardened leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Maximum encumberance: +25 Spell save: +7 A belt that goes around your waist. |
cashmere cloak of backstabbing (2 def, 0 armour) cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +10 Defense: +2 Critical mult.: +13.00% Stealth bonus: +5 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. stealthy pair of hardened leather boots of phasing (0 def, 3 armour)stealthy 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 Fatigue: +3% Changes stats: +3 Mag / +3 Wil Stealth bonus: +7 It can be used to blink to a nearby random location, placing all other charms into a 23 cooldown. A pair of boots made of leather. |
traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: -3% Maximum encumberance: +20 A pair of boots made of leather. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
687 alchemist agate 687 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. |
6 onyx 6 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 Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
10 opal 10 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 Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
shattering dwarven-steel pickaxe (dig speed 10 turns) shattering dwarven-steel pickaxe (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes resistances penetration: +8% physical It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +10% blight Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +10 Con Changes resistances: +10% blight Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
12 emerald 12 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 Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 4.43 cold damage and 5.76 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +5 It can be used to release the absorbed darkness, costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
12 garnet 12 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% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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 Chest 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
pouch of voratun shots (20/20, 55-66 power, 6 apr) pouch of voratun shots (20/20, 55-66 power, 6 apr)Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
10 amethyst 10 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% Gems can be sold for money or used in arcane rituals. |
Umbraguile of trap destruction [power 62] (27/14 cooldown) Umbraguile of trap destruction [power 62] (27/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 8 arcane / 6 darkness Changes resistances: +5% arcane Changes damage: +12% arcane It can be used to try to disarm any known traps in a line (disarm power 62), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of detection [power 11] (27/17 cooldown) supercharged yew wand of detection [power 11] (27/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to detect the presence of creatures around you (rad 11), placing all other charms into a 17 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 quartz 10 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% Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Rev. Wicks Cherrycoke the Skeleton Archer level 30
22nd Dusk 124th year of Ascendancy at 10:43 see stats
Brave new world
Went to the Far East and took part in the war.By Rev. Wicks Cherrycoke the Skeleton Archer level 32
33rd Dusk 124th year of Ascendancy at 09:37 see stats
Bringer of Doom
Killed a Bringer of Doom.By Rev. Wicks Cherrycoke the Skeleton Archer level 21
15th Haze 123rd year of Ascendancy at 04:27 see stats
Clone War
Destroyed your own Shade.By Rev. Wicks Cherrycoke the Skeleton Archer level 33
10th Haze 124th year of Ascendancy at 13:53 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rev. Wicks Cherrycoke the Skeleton Archer level 10
28th Haze 122nd year of Ascendancy at 19:19 see stats
Destroyer of the creation
Killed Slasul.By Rev. Wicks Cherrycoke the Skeleton Archer level 32
60th Dusk 124th year of Ascendancy at 08:05 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Rev. Wicks Cherrycoke the Skeleton Archer level 31
27th Dusk 124th year of Ascendancy at 21:53 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magicBy Rev. Wicks Cherrycoke the Skeleton Archer level 24
40th Haze 123rd year of Ascendancy at 08:41 see stats
Explorer
Use the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Rev. Wicks Cherrycoke the Skeleton Archer level 29
60th Pyre 124th year of Ascendancy at 02:28 see stats
Exterminator
Killed 1000 creaturesBy Rev. Wicks Cherrycoke the Skeleton Archer level 16
73rd Pyre 123rd year of Ascendancy at 08:29 see stats
Fear me not!
Survive the Fearscape!By Rev. Wicks Cherrycoke the Skeleton Archer level 13
39th Regrowth 123rd year of Ascendancy at 01:19 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Rev. Wicks Cherrycoke the Skeleton Archer level 33
60th Dusk 124th year of Ascendancy at 13:56 see stats
Guiding Hand
Saved all escorted adventurers.By Rev. Wicks Cherrycoke the Skeleton Archer level 31
26th Dusk 124th year of Ascendancy at 09:50 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rev. Wicks Cherrycoke the Skeleton Archer level 16
77th Regrowth 123rd year of Ascendancy at 19:55 see stats
Level 10
Got a character to level 10.By Rev. Wicks Cherrycoke the Skeleton Archer level 10
3rd Haze 122nd year of Ascendancy at 06:32 see stats
Level 20
Got a character to level 20.By Rev. Wicks Cherrycoke the Skeleton Archer level 20
8th Haze 123rd year of Ascendancy at 00:04 see stats
Level 30
Got a character to level 30.By Rev. Wicks Cherrycoke the Skeleton Archer level 30
75th Pyre 124th year of Ascendancy at 20:22 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Rev. Wicks Cherrycoke the Skeleton Archer level 11
37th Haze 122nd year of Ascendancy at 18:06 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Rev. Wicks Cherrycoke the Skeleton Archer level 31
28th Dusk 124th year of Ascendancy at 10:07 see stats
The Arena
Unlocked Arena mode.By Rev. Wicks Cherrycoke the Skeleton Archer level 5
8th Mirth 122nd year of Ascendancy at 03:28 see stats
The secret city
Discovered the truth about mages.By Rev. Wicks Cherrycoke the Skeleton Archer level 6
51st Dusk 122nd year of Ascendancy at 13:27 see stats
Treasure Hoarder
Amass 3000 gold pieces.By Rev. Wicks Cherrycoke the Skeleton Archer level 27
16th Regrowth 124th year of Ascendancy at 21:03 see stats
Treasure Hunter
Amass 1000 gold pieces.By Rev. Wicks Cherrycoke the Skeleton Archer level 16
24th Pyre 123rd year of Ascendancy at 10:02 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Rev. Wicks Cherrycoke the Skeleton Archer level 20
11st Haze 123rd year of Ascendancy at 05:19 see stats
Log
Orc master wyrmic uses Pride of the Orcs.
Rev. Wicks Cherrycoke uses Reload.
You begin reloading.
Orc cryomancer casts Rune: Heat Beam.
Talent Reload is ready to use.
Orc cryomancer hits Rev. Wicks Cherrycoke for 30 cold damage.
Orc master wyrmic hits Rev. Wicks Cherrycoke for 21 nature, 33 physical damage (total 53.20).
Rev. Wicks Cherrycoke hits Iceblock for 30 lightning damage.
Rev. Wicks Cherrycoke's Rune: Shielding has been disrupted by anti-magic forces!
Your Blastmarrow is full.
Rev. Wicks Cherrycoke resists the wave!
Orc cryomancer hits Rev. Wicks Cherrycoke for 12 cold, 12 physical, 30 cold damage (total 52.49).
Orc cryomancer hits orc master wyrmic for 46 cold damage.
Orc master wyrmic hits Rev. Wicks Cherrycoke for 27 nature, 43 physical damage (total 69.65).
Rev. Wicks Cherrycoke hits Iceblock for 30 lightning damage.
Rev. Wicks Cherrycoke's Rune: Shielding has been disrupted by anti-magic forces!
Orc cryomancer hits Rev. Wicks Cherrycoke for 19 lightning damage.
Orc cryomancer killed Rev. Wicks Cherrycoke!
Rev. Wicks Cherrycoke hits Iceblock for 30 lightning damage.
Rev. Wicks Cherrycoke the level 34 skeleton archer was volted to death by an orc cryomancer on level 2 of Kheligen.
You have 3 life(s) left.
Rev. Wicks Cherrycoke is free from the ice.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
