










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 24 / 8% |
Size | huge |
Lifes / Deaths | Killed by Bethomira the Wolf's mucus ooze at level 24 on the 8th Haze 122nd year of Ascendancy at 07:09 / 1 |
Primary Stats
Strength | 25 (base 13) |
Dexterity | 14 (base 10) |
Constitution | 14 (base 10) |
Magic | 63 (base 53) |
Willpower | 8 (base 10) |
Cunning | 58 (base 45) |
Resources
Life | -263/763 |
Mana | 6/228 |
Stamina | 136/176 |
Steam | 100/100 |
Healing Factor | 1.4172895330003 |
Regeneration | 15.944507246254 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 44.84903874937 |
See Invisible | 40.84903874937 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 30 |
Accuracy | 41 |
Crit Chance | 19% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Acid | +12% |
Lightning | +59% |
Cold | +6% |
Mind | +15% |
Arcane | +4% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +80% |
Defense: Base
Armour (hardiness) | 22 (35.65183292883%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 28 |
Mental Save | 29 |
Defense: Resistances
Acid | + 35%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 26%( 70%) |
All | + 18%( 70%) |
Lightning | + 38%( 70%) |
Light | + 31%( 70%) |
Physical | + 26%( 70%) |
Mind | + 30%( 70%) |
Darkness | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Teleport Resistance | 20% |
Pinning Resistance | 0% |
Disarm Resistance | 80% |
Instadeath Resistance | 100% |
Blind Resistance | 53% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 462 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. | active |
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 within1 lumberjacks have died. | 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 | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% cold Ignore resists +15% lightning On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Armor +1 Resistance +6% lightning +9% cold other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 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 | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Cun offense ------ Damage +12% lightning Ignore resists +25% lightning defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +4% Resistance +21% acid +4% all Physical save +8 (+4 eff.) Mind save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +15% lightning +3% fire +3% cold Ignore resists +20% lightning When Hit 8 cold defense ------ Armor +4 Defense +5 (+2 eff.) Resistance +8% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str defense ------ Armor +4 Blind Resist +22% other ------- Infravision +4 See Stealth +9 See Invisibility +5 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +65.00 Life Regen +11.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) When Hit 4 mind defense ------ Resistance +3% darkness +2% physical Spell save +7 (+3 eff.) Unlife -80.00 life Healmod +5% other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +12.00% Spellpower +9 (+3 eff.) Damage +20% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane +9% lightning When Hit 2 acid defense ------ Armor +1 Resistance +18% lightning +5% arcane Disarm Resist +80% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: offense ------ Damage +3% lightning +15% mind +12% acid Ignore resists +20% lightning defense ------ Resistance +5% arcane +15% mind +11% all Teleport Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +1.0% Damage +6% physical Accuracy +30 (+10 eff.) defense ------ Armor +2 Defense +7 (+3 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: defense ------ Defense +15 (+5 eff.) Resistance +16% light +12% darkness +5% arcane Mind save +6 (+3 eff.) Unlife -60.00 life Life +100.00 Healmod +20% Blind Resist +31% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% 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 Cunning 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 370 life over 5 turns. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 214 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +2 (+1 eff.) Slow Projectiles +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 2 nature defense ------ Resistance +12% light +14% darkness Crit Resistance 5.00% Unlife -20.00 life Blind Resist +21% Disease Resist +20% Cut Resist +20% Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +13% fire +12% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+7 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% cold Ignore resists +15% cold defense ------ Resistance +24% lightning +15% cold Life Regen +3.00 Stun Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% nature defense ------ Resistance +20% nature Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str defense ------ Armor +4 Blind Resist +22% other ------- Infravision +3 See Stealth +8 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) Accuracy +9 (+3 eff.) Ignore Armor +10 defense ------ Defense +10 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Physical save +6 (+3 eff.) Spell save +5 (+2 eff.) Mind save +7 (+3 eff.) other ------- Mana/turn +0.11 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 1H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+1 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Physical Crit +6.0% Spell Crit +10% Mind Crit +1% Critical power +11.00% Physical Power +6 (+3 eff.) Spellpower +11 (+3 eff.) Spellpower/crit +4 Damage +15% lightning Ignore resists +15% mind Accuracy +6 (+2 eff.) defense ------ Mind save +9 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +9 (+3 eff.) Damage +20% cold other ------- Mana/turn +0.13 Max mana +48.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +9% acid +20% temporal +9% fire Ignore resists +20% lightning +15% acid When Hit 4 fire On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Armor +6 Defense +6 (+2 eff.) Resistance +9% fire other ------- Wards +2 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 11.5 - 17.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 light Damage Against +12% Undead While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +31% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 nature On-Hit, radius 1 +8 fire On Critical: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con +7 Wil offense ------ Physical Crit +7.0% Physical Power +6 (+3 eff.) Ignore resists +25% nature When Hit 2 fire defense ------ Life +22.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +1 Mag +6 Wil +6 Con offense ------ Ignore Shields +30% defense ------ Life +19.00 Healmod +10% Disease Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +40.00 Blunt and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Rare] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to slow global speed by 42% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +9 (+5 eff.) Unlife -40.00 life Life +12.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Rare] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +3.5% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) Damage +3% light Ignore resists +5% light defense ------ Unlife -80.00 life other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +8 temporal While equipped: Stats +5 Str offense ------ Physical Power +12 (+6 eff.) Damage +3% temporal Ignore Armor +4 On-Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% blight Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +2 Str +4 Mag +8 Cun offense ------ Damage +15% light Ignore resists +11% all Accuracy +15 (+5 eff.) Ignore Armor +12 On-Hit (Ranged): * 20% chance to reduce damage dealt by 14% Longbows are used to shoot arrows at your foes. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +2 Str +10 Mag +5 Wil +1 Cun offense ------ On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Resistance +7% all other ------- Mana/turn +0.12 Psi/turn +0.13 See Invisibility +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +11% temporal Ignore resists +10% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Resistance +3% light +11% temporal +3% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +3 Str +2 Dex offense ------ Ignore resists +15% fire When Hit 4 nature defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% cold A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +12 (+6 eff.) A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Physical Power +3 (+1 eff.) Against +16% Summoned defense ------ Resist Against +17% Summoned Spell save +6 (+3 eff.) Disease Resist +15% other ------- Size +1 A belt that goes around your waist. It was changed by the digestive sack. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Resistance +17% fire +5% cold Mind save +9 (+4 eff.) Unlife -60.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +1 Mag +4 Cun +3 Con offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +6% nature +3% fire Physical save +7 (+4 eff.) other ------- Infravision +1 See Invisibility +6 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +5 Str +1 Dex +2 Con defense ------ Armor +14 Fatigue -6% Resistance +5% arcane other ------- Encumbrance +20 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +12% acid Ignore resists +5% mind When Hit 8 darkness On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Defense +1 (+1 eff.) Resistance +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +7 (+3 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ When Hit 2 mind defense ------ Defense +1 (+1 eff.) Resistance +12% fire Unlife -20.00 life Life Regen +2.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Cun +1 Wil offense ------ Mindpower +5 (+2 eff.) Damage +12% light Ignore resists +10% mind defense ------ Armor +1 Life Regen +2.00 Healmod +10% other ------- Light +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Con offense ------ Physical Crit +4.0% Mind Crit +1% Critical power +5.00% Physical Power +4 (+2 eff.) Ignore Armor +4 defense ------ Armor +1 other ------- Psi when Hit +0.08 Light +3 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Con defense ------ Armor +5 Fatigue +2% Resistance +12% cold +3% nature +5% arcane Crit Resistance 5.00% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Str offense ------ Physical Power +15 (+7 eff.) Spellpower +3 (+1 eff.) defense ------ Armor +9 Defense +10 (+4 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Mindpower +10 (+5 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +3 Fatigue +2% Resistance +6% lightning Spell save +3 (+1 eff.) Unlife -60.00 life Rush: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +5 (+2 eff.) Damage +21% acid +6% nature Ignore resists +25% acid +7% physical On-Hit (Melee): * 10% chance to slow global speed by 42% * 20% chance to reduce armor by 34% defense ------ Armor +4 Fatigue +3% Blindside: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 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% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 96.52 physical damage and knocking targets back 5 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ On-Hit 5 lightning Damage +4% lightning +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% lightning Unarmed combat: Weapon Damage 17.0 - 23.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +6 arcane On-crit, radius 2 +6 lightning +6 arcane On Hit: 10% Lightning Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +16% acid Physical save +15 (+8 eff.) Unlife -60.00 life Life +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +6 Str defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 78.2 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) When Hit 4 nature 6 physical defense ------ Armor +1 Defense +20 (+7 eff.) Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Armor +1 Fatigue +1% Resistance +6% blight +3% acid Life +40.00 Knockbk Resist +20% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex offense ------ Ignore resists +5% acid defense ------ Armor +3 Fatigue +3% Resistance +2% physical +6% cold Healmod +20% Cut Resist +20% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 78.2 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Con offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+1 eff.) Ignore Armor +2 defense ------ Armor +3 Fatigue +5% Resistance +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ When Hit 2 acid On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +3 Fatigue +5% Resistance +6% blight +6% darkness +9% acid Mind save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [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 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +0 Cun +2 Con offense ------ Damage +15% lightning Ignore Armor +1 defense ------ Armor +4 Fatigue +4% Resistance +4% physical Unlife -40.00 life other ------- Stamina when Hit +1.30 EQ when Hit +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +5 Con offense ------ Accuracy +25 (+8 eff.) defense ------ Armor +4 Fatigue +4% Resistance +9% fire +9% cold Physical save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ When Hit 4 cold defense ------ Fatigue -5% Resistance +5% arcane +3% fire Healmod +5% Blind Resist +20% Disease Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Psionic While equipped: Stats +1 Str offense ------ Damage +6% mind +8% fire defense ------ Resistance +3% acid +9% fire +5% arcane Mind save +6 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Cun +8 Con offense ------ Damage +7% nature Ignore resists +10% lightning defense ------ Resistance +12% nature other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +4 Str +3 Dex +2 Con offense ------ Damage +7% nature +6% mind defense ------ Resistance +12% nature other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +2 Dex +1 Con offense ------ Critical power +5.00% Ignore resists +5% physical Ignore Armor +1 defense ------ Resistance +3% nature Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 117 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Mag +4 Con defense ------ Resistance +3% acid Crit Resistance 15.00% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 117 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 212 Base Damage: 110 Armor: 0 All Resist: 2 Puts all charms on 22 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +15% mind other ------- Psi when Hit +0.12 Hate-on-crit +3.00 Max hate +4.00 Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Mag +1 Wil offense ------ Mindpower +5 (+2 eff.) other ------- Mana/turn +0.20 Max mana +20.00 Max psi +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (184 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ctdaris the Ogre Arcane Blade level 9
1st Dusk 122nd year of Ascendancy at 07:20 see stats
By Ctdaris the Ogre Arcane Blade level 23
6th Haze 122nd year of Ascendancy at 23:49 see stats
By Ctdaris the Ogre Arcane Blade level 10
1st Dusk 122nd year of Ascendancy at 17:38 see stats
By Ctdaris the Ogre Arcane Blade level 20
32nd Dusk 122nd year of Ascendancy at 04:41 see stats
By Ctdaris the Ogre Arcane Blade level 22
54th Dusk 122nd year of Ascendancy at 09:12 see stats
By Ctdaris the Ogre Arcane Blade level 22
4th Haze 122nd year of Ascendancy at 23:18 see stats
By Ctdaris the Ogre Arcane Blade level 9
8th Mirth 122nd year of Ascendancy at 00:00 see stats
By Ctdaris the Ogre Arcane Blade level 10
5th Dusk 122nd year of Ascendancy at 11:21 see stats
By Ctdaris the Ogre Arcane Blade level 15
25th Dusk 122nd year of Ascendancy at 02:40 see stats
Log
Bethomira the wolf feels pain again.
Bethomira the wolf uses Oozewalk.
Bethomira the wolf's mind surges with critical power!
Bethomira the wolf attunes to the damage.
Thunderstorm hits Bethomira the wolf for (6 antimagic), 0 lightning (0 total damage).
Poison from Bethomira the wolf hits Ctdaris for 79 nature damage.
Bethomira the wolf uses Slime Spit.
Poison from Bethomira the wolf hits Ctdaris for 79 nature damage.
Ctdaris activates Probability Travel.
Poison from Bethomira the wolf hits Ctdaris for 79 nature damage.
Ctdaris slows down.
Something hits Ctdaris for 53 nature damage.
Ctdaris stops being poisoned.
Ctdaris is poisoned!
Something hits Ctdaris for 53 nature damage.
Ctdaris deactivates Probability Travel.
Bloated ooze performs a melee critical strike against Ctdaris!
Bloated ooze hits Ctdaris for 2 nature damage.
Melee retaliation hits Bloated ooze for 1 acid, 5 cold, 3 mind (10 total damage).
Bethomira the Wolf's mucus ooze uses Slime Spit.
Bethomira the Wolf's mucus ooze hits Ctdaris for 53 nature damage.
Ctdaris the level 24 ogre arcane blade was splurged to death by a Bethomira the Wolf's mucus ooze on level 3 of Daikara.
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around Ctdaris calms down and disappears.