












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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. 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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Skirmisher |
Level / Exp | 34 / 12% |
Size | medium |
Lifes / Deaths | Killed by cryomancer at level 3 on the 17th Voratun 122nd year of Ascendancy at 07:54 0 / 7Killed by elven cultist at level 16 on the 9th Profit 122nd year of Ascendancy at 02:45 Killed by faerlhing at level 16 on the 10th Profit 122nd year of Ascendancy at 05:01 Killed by Vor, Grand Geomancer of the Pride at level 26 on the 34th Profit 122nd year of Ascendancy at 00:31 Killed by Vor, Grand Geomancer of the Pride at level 27 on the 35th Profit 122nd year of Ascendancy at 00:29 Killed by Aerukira the orc necromancer at level 34 on the 12nd Wealth 122nd year of Ascendancy at 20:25 Killed by Aerukira the orc necromancer at level 34 on the 13rd Wealth 122nd year of Ascendancy at 05:00 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 69 (base 60) |
Constitution | 39 (base 22) |
Magic | 8 (base 10) |
Willpower | 44 (base 15) |
Cunning | 86 (base 60) |
Resources
Life | -102/1027 |
Stamina | 259/284 |
Healing Factor | 1.546254336803 |
Regeneration | 68.97689176208 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 10 |
See Stealth | 85.627361830939 |
See Invisible | 94.627361830939 |
Offense: Mainhand
Damage | 134 |
Accuracy | 59 |
Crit Chance | 36% |
APR | 3 |
Speed | 0.85 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Acid | +15% |
Nature | +27% |
Darkness | +12% |
Cold | +15% |
Physical | +15% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Acid | +10% |
Darkness | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 44.206475608153 (100%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 48 |
Mental Save | 62 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 17%( 70%) |
Physical | + 16%( 70%) |
Cold | + 41%( 70%) |
All | + 11%( 70%) |
Lightning | + 64%( 70%) |
Light | + 19%( 70%) |
Fire | + 17%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 44% |
Instadeath Resistance | 100% |
Disarm Resistance | 56% |
Poison Resistance | 14% |
Knockback Resistance | 32% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Poisons | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 1.50 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.50 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 10): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: Random Artifact: Hunarihek (11-15 power, 3 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 16): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 19): Rush Hour (134)Turns left: 26 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 386 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 21): Rush Hour (386)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 65 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 22): Rush Hour (65)Turns left: 19 You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Betymitta the dreaming horror'. Infinite Dungeon Challenge (Level 24): Dream HunterYou completed the challenge and received: Random Artifact: Skydredge | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 25): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 26): PacifistYou completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 185 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 28): Rush Hour (185)Turns left: 2 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 31): MultiplicityTurns left: 0 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 302 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (302)Turns left: 94 You completed the challenge and received: Random Artifact: Murktrail | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego+] Nature/Master Weapon Damage 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 21 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Cun +8 Con defense ------ Resistance +6% acid Physical save +3 (+1 eff.) Life +42.00 other ------- Light +3 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 | ![]() 2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 171.42 mind damage and cripples the target's higher mental functions, reducing cunning by 18 and confusing (36% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +3 Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +28% 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. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Str +7 Wil +2 Con offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Invisibility +9 Heal yourself and all friendly characters within 10 spaces for 236 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% lightning +12% darkness Ignore resists +10% darkness When Hit 2 temporal defense ------ Resistance +6% blight +5% nature +22% lightning Mind save +6 (+2 eff.) Poison Resist +14% Disease Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +11 (+2 eff.) defense ------ Life +21.00 Disarm Resist +28% Pinning Resist +44% Knockbk Resist +32% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +4 Con offense ------ Physical Power +20 (+6 eff.) Ignore resists +20% physical defense ------ Armor +8 Resistance +9% light Unlife -40.00 life Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical defense ------ Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +27% nature When Hit 6 nature defense ------ Resistance +3% nature Crit Resistance 15.00% Life Regen +2.30 Healmod +22% A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 68.0 - 81.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Block +234 On-hit +8 cold While equipped: Stats +3 Wil offense ------ Critical power +10.00% Mindpower +30 (+7 eff.) defense ------ Armor +10 Fatigue +8% Resistance +30% lightning +6% cold other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+1 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 4.2 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 56% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: offense ------ Mindpower +7 (+1 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +7% acid +5% physical +7% cold +7% lightning +6% fire Life +32.00 Life Regen +2.00 Healmod +11% A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -209 life. The duration and life will increase by 1% for every 1% life you have lost (currently 439 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 668% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% light +11% darkness Blind Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +7 Cun offense ------ When Hit 4 light defense ------ Defense +14 (+4 eff.) Resistance +12% light +12% mind other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.92 cold and 15.92 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +8 Str +7 Cun +2 Con offense ------ Damage +6% acid defense ------ Armor +8 Resistance +12% darkness +5% arcane other ------- Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Dex offense ------ Physical Power +30 (+10 eff.) Ignore resists +10% blight Accuracy +18 (+5 eff.) defense ------ Defense +10 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Critical power +5.00% On-Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 65% defense ------ Resistance +5% arcane Mind save +11 (+3 eff.) Confus Resist +20% other ------- Psi when Hit +0.24 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego] Master Weapon Damage 67.0 - 100.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+3 eff.) defense ------ Defense +13 (+3 eff.) Disarm Resist +49% Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 49.5 - 79.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +4.5% Attack Speed 100% Ignore Shields +17% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+5 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +9 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Sharp, long, and deadly. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Ignore resists +13% all Accuracy +5 (+1 eff.) Ignore Armor +11 On-Hit (Ranged): * 20% chance to slow global speed by 65% defense ------ Defense +5 (+1 eff.) Resistance +3% light +12% fire +3% mind +3% physical Spell save +12 (+4 eff.) Life +20.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +3 Str +3 Dex +4 Mag +3 Wil +5 Cun +4 Con Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag +1 Cun +5 Con offense ------ Spell Crit +4% Critical power +13.00% Spellpower +12 (+12 eff.) Damage +25% blight defense ------ Defense +9 (+2 eff.) other ------- Negative/turn +0.20 Vim-on-crit +6.00 Max vim +41.00 Max negative +25.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 50.59 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Weapon Damage 41.0 - 57.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +14 (+4 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +7 light Damage Against +9% Undead While equipped: Stats +2 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +7% physical defense ------ Disarm Resist +15% One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +7% fire +8% cold Life Regen +1.80 Healmod +16% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: defense ------ Defense +6 (+2 eff.) Resistance +11% darkness +10% temporal Physical save +6 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A stylish kruk-style cloak, to look awesome. |
![]() 3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Rare] Master While equipped: defense ------ Armor +15 Fatigue +4% Resistance +11% fire +15% cold Spell save +18 (+6 eff.) Healmod +20% Poison Resist +20% Cut Resist +20% Silence Resist +20% Confus Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 3.5 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 136.45 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +19% lightning Life Regen +6.10 other ------- Stamina/turn +0.80 A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Dex offense ------ Move Speed +20% defense ------ Armor +7 Defense +16 (+4 eff.) Fatigue +8% Resistance +7% acid +7% cold other ------- Breathe water A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +23% cold +17% light +16% darkness A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% acid +6% cold Life Regen +2.20 other ------- Stamina/turn +0.70 Breathe water A suit of armour made of leather. |
![]() 7.0 Encumbrance T4 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 43.0 - 51.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +141 On-crit, radius 2 +12 darkness On Hit: * 10% chance to reduce damage dealt by 30% While equipped: offense ------ On-Hit 12 cold Ignore resists +10% light When Hit 1 ice defense ------ Armor +8 Fatigue +8% Resistance +15% physical +9% light +22% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Ego] Master When used to Attack: Weapon Damage 52.0 - 62.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +174 While equipped: defense ------ Armor +11 Fatigue +8% Resistance +15% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 Encumbrance T4 arrow ammo [Ego+] Master Weapon Damage 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +16.5% Capacity 21 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Life +26.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +12.5% Capacity 22 On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Nature Weapon Damage 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 Projectile Speed +200% On-ranged-hit +16 cold On-crit, radius 2 +7 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 286 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By ShortQueen the Dwarf Skirmisher level 10
31st Voratun 122nd year of Ascendancy at 12:22 see stats
By ShortQueen the Dwarf Skirmisher level 28
37th Profit 122nd year of Ascendancy at 22:09 see stats
By ShortQueen the Dwarf Skirmisher level 29
41st Profit 122nd year of Ascendancy at 18:47 see stats
By ShortQueen the Dwarf Skirmisher level 22
25th Profit 122nd year of Ascendancy at 22:52 see stats
By ShortQueen the Dwarf Skirmisher level 12
1st Profit 122nd year of Ascendancy at 05:09 see stats
By ShortQueen the Dwarf Skirmisher level 28
38th Profit 122nd year of Ascendancy at 21:06 see stats
By ShortQueen the Dwarf Skirmisher level 33
10th Wealth 122nd year of Ascendancy at 02:24 see stats
By ShortQueen the Dwarf Skirmisher level 31
2nd Wealth 122nd year of Ascendancy at 15:12 see stats
By ShortQueen the Dwarf Skirmisher level 10
31st Voratun 122nd year of Ascendancy at 07:49 see stats
By ShortQueen the Dwarf Skirmisher level 20
16th Profit 122nd year of Ascendancy at 03:33 see stats
By ShortQueen the Dwarf Skirmisher level 30
41st Profit 122nd year of Ascendancy at 19:36 see stats
By ShortQueen the Dwarf Skirmisher level 29
39th Profit 122nd year of Ascendancy at 23:38 see stats
By ShortQueen the Dwarf Skirmisher level 27
35th Profit 122nd year of Ascendancy at 15:24 see stats
By ShortQueen the Dwarf Skirmisher level 20
16th Profit 122nd year of Ascendancy at 23:34 see stats
By ShortQueen the Dwarf Skirmisher level 29
41st Profit 122nd year of Ascendancy at 07:40 see stats
By ShortQueen the Dwarf Skirmisher level 20
17th Profit 122nd year of Ascendancy at 03:53 see stats
Log
Aerukira the orc necromancer uses Orcish Fury.
Aerukira the orc necromancer enters a state of bloodlust.
ShortQueen is confused and fails to use Swift Shot.
Aerukira the orc necromancer casts Crepuscule.
Aerukira the orc necromancer calls the night!
ShortQueen resists the effect 'Blinded'!
ShortQueen is focused on firing.
ShortQueen shrugs off the effect 'Blinded'!
Aerukira the orc necromancer aims less carefully.
Aerukira the orc necromancer hits ShortQueen for (33 flat reduction), 67 darkness (67 total damage).
Erupting Shadows hits ShortQueen for (22 flat reduction), 0 darkness (0 total damage).
Aerukira the orc necromancer hits ShortQueen for (33 flat reduction), 67 darkness (67 total damage).
Talent Bash and Smash is ready to use.
Bane of Confusion from Aerukira the orc necromancer hits ShortQueen for (32 flat reduction), 0 darkness (0 total damage).
Aerukira the orc necromancer casts Invoke Darkness.
Aerukira the orc necromancer hits ShortQueen for (33 flat reduction), 90 darkness (90 total damage).
Aerukira the orc necromancer casts Invoke Darkness.
Aerukira the orc necromancer casts Invoke Darkness.
Aerukira the orc necromancer hits ShortQueen for (33 flat reduction), 106 darkness (106 total damage).
Aerukira the orc necromancer hits ShortQueen for (33 flat reduction), 106 darkness (106 total damage).
ShortQueen uses Resilience of the Dwarves.
ShortQueen's skin turns to stone.
ShortQueen is confused and fails to use Infusion: Regeneration.
Aerukira the orc necromancer casts Rune: Biting Gale.
Aerukira the orc necromancer roars triumphantly.
ShortQueen is encased in ice!
Aerukira the orc necromancer hits ShortQueen for (33 flat reduction), 173 cold (173 total damage).
ShortQueen the level 34 dwarf skirmisher was frozen and shattered into a million little shards to death by Aerukira the orc necromancer on level 31 of Infinite Dungeon.