











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: 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.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/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.
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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 35 / 49% |
Size | medium |
Lifes / Deaths | Killed by Belereldatha the brown bear at level 34 on the 31st Voratun 123rd year of Ascendancy at 19:42 / 2Killed by Celia at level 35 on the 32nd Profit 123rd year of Ascendancy at 01:30 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 39 (base 27) |
Constitution | 18 (base 10) |
Magic | 75 (base 60) |
Willpower | 33 (base 10) |
Cunning | 72 (base 60) |
Resources
Life | -110/1067 |
Mana | 299/419 |
Negative | 1/152 |
Positive | 53/152 |
Healing Factor | 1.1711363549267 |
Regeneration | 2.6350567985851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | -2.2204460492503E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 6 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 36 |
Accuracy | 26 |
Crit Chance | 22% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 63% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +80% |
Light | +6% |
Blight | +8% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +50% |
Arcane | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 15 (35.65183292883%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 57 |
Mental Save | 51 |
Defense: Resistances
Acid | + 40%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 39%( 70%) |
All | + 25%( 70%) |
Lightning | + 30%( 70%) |
Temporal | + 32%( 70%) |
Darkness | + 48%( 70%) |
Fire | + 30%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 58% |
Confusion Resistance | 14% |
Teleport Resistance | 20% |
Blind Resistance | 42% |
Silence Resistance | 73% |
Disarm Resistance | 20% |
Pinning Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 488 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 104 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 248.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Glyphs | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Hymns | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Eilinubreth the giant black ant. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Eilineda the wolf. Escort: repented thief (level 1 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed naga tongue. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed snow giant kidney. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +12 Fatigue +3% Resistance +6% cold Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Life +100.00 Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +22% Confus Resist +14% other ------- Light +7 See Stealth +6 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. 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 T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% cold +3% nature +6% darkness Physical save +6 (+2 eff.) Unlife -20.00 life Life +80.00 other ------- Breathe water A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +10 Dex +5 Wil defense ------ Spell save +18 (+5 eff.) Healmod +10% Silence Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (212 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 31% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Spell Crit +1% defense ------ Unlife -40.00 life Life +21.00 Life Regen +2.00 Blind Resist +20% Silence Resist +28% Disarm Resist +20% Pinning Resist +28% Stun Resist +28% Knockbk Resist +26% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.12 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +8 (+4 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +8 Wil +4 Cun offense ------ Spell Crit +4% Against +19% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +8% Spellpower +9 (+2 eff.) Damage +20% darkness other ------- Talents +1 Command Staff On Spell Hit: 10% Soul Rot level 3 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Str offense ------ Spell Crit +5% Physical Power +10 (+5 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +2 other ------- Mana/turn +0.24 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 arcane On Hit: 10% Elemental Bolt level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil +4 Cun offense ------ Spell Crit +7% Spellpower +22 (+5 eff.) Spellpower/crit +2 Damage +6% light +12% darkness defense ------ Resistance +13% all Silence Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +33% darkness Ignore resists +25% darkness Ignore Armor +4 defense ------ Defense +3 (+1 eff.) Resistance +8% acid +9% temporal +24% darkness +7% fire +7% lightning +7% cold Stealth +26 Unlife -40.00 life 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] Arcane While equipped: offense ------ Critical power +15.00% Spellpower +8 (+2 eff.) Damage +8% blight +9% fire +15% darkness Ignore resists +15% arcane When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Resistance +5% arcane +12% acid Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 6 times. 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 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun offense ------ Critical power +20.00% On-Hit 10 physical On-Ranged-Hit 8 physical Ignore resists +5% mind On-Hit (Melee): * 11% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 23 other ------- Psi when Hit +0.04 Hate-on-crit +4.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +2 Dex +12 Con offense ------ Physical Power +8 (+4 eff.) Ignore resists +10% acid +20% physical When Hit 8 physical defense ------ Defense +10 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +15 (+8 eff.) Spellpower +5 (+1 eff.) Mindpower +9 (+5 eff.) Damage +15% nature When Hit 2 nature defense ------ Resistance +6% nature +6% acid Life +77.00 Life Regen +5.00 Healmod +17% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +4 Cun +6 Con offense ------ Move Speed +19% Damage +12% light Ignore resists +10% acid Accuracy +14 (+7 eff.) When Hit 6 light defense ------ Defense +11 (+3 eff.) Resistance +6% acid +12% light Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego+] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +1% Spellpower +7 (+1 eff.) Damage +10% light defense ------ Life Regen +0.70 Healmod +11% 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/Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +13 (+3 eff.) Damage +20% blight defense ------ Defense +8 (+2 eff.) other ------- Vim-on-crit +2.00 Max vim +22.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 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 6 that illuminates the area and deals 92.41 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. |
![]() 5.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 139% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Physical Crit +9.0% Spell Crit +13% Mind Crit +3% Physical Power +9 (+5 eff.) Spellpower +23 (+5 eff.) Damage +15% mind +32% darkness Ignore resists +5% fire Accuracy +9 (+4 eff.) When Hit 4 mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +7 Cun +2 Con offense ------ Spell Crit +12% Critical power +14.00% Spellpower +20 (+5 eff.) Damage +25% arcane +12% mind +18% darkness Ignore resists +10% darkness When Hit 4 mind defense ------ Armor +6 Hardiness +6% Physical save +9 (+3 eff.) other ------- Negative/turn +0.20 Vim-on-crit +10.00 Max vim +64.00 Max negative +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego] Master Weapon Damage 165% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: offense ------ Accuracy +17 (+8 eff.) defense ------ Defense +14 (+4 eff.) Disarm Resist +56% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Master Weapon Damage 117% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +10 (+5 eff.) Ignore resists +9% physical Accuracy +7 (+3 eff.) Ignore Armor +9 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 142% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 darkness Damage Against +12% Living Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego++] Master Weapon Damage 146% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Str offense ------ Damage +10% physical Ignore resists +7% physical Accuracy +24 (+12 eff.) Ignore Armor +10 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Master Weapon Damage 163% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +13 blight On Hit: 20% Epidemic level 4 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 29 On Critical: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +13 (+7 eff.) defense ------ Disease Resist +31% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 102 lightning damage (1/turn) While equipped: offense ------ Damage +12% lightning Ignore resists +6% lightning Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Master Weapon Damage 138% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Nature/Master Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +23 acid +8 nature While equipped: offense ------ Ignore resists +7% acid +10% nature Ignore Armor +6 Blunt and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 nature On-crit, radius 2 +12 acid While equipped: Stats +8 Con +5 Wil offense ------ Physical Power +7 (+4 eff.) Ignore resists +15% acid +5% physical defense ------ Life +24.00 Disarm Resist +11% other ------- Light +1 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical 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. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego] Arcane Weapon Damage 139% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +17 blight On Hit: * 17% chance to reduce strength, dexterity, and constitution by 29 * 25% chance for lightning to strike from the target to a second target dealing 102 damage Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 144% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +25 lightning +21 cold While equipped: offense ------ Move Speed +32% Ignore resists +10% lightning +11% cold Sharp, short and deadly. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-crit, radius 2 +19 lightning +14 cold While equipped: offense ------ Physical Crit +7.0% Move Speed +32% Ignore resists +11% lightning +13% cold Accuracy +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T4 shot ammo [Ego++] Arcane/Master Weapon Damage 155% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 18 On Hit: * Create an explosion dealing 122 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego++] Arcane When used to Attack: Weapon Damage 138% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 On-crit, radius 2 +23 light +12 fire While equipped: offense ------ On shield block: * Deals 153 light and fire damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +11% fire +8% light +13% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (332) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego+] Arcane When used to Attack: Weapon Damage 157% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +141 On-hit +14 fire While equipped: Stats +2 Str offense ------ When Hit 16 fire defense ------ Armor +8 Fatigue +8% Resistance +14% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego++] Arcane/Master When used to Attack: Weapon Damage 156% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +148 On-hit +14 light +14 darkness While equipped: Stats +6 Str +7 Dex +5 Mag +5 Cun offense ------ Damage +15% light +10% darkness Accuracy +11 (+5 eff.) defense ------ Armor +8 Fatigue +8% Resistance +14% light +14% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +19% cold defense ------ Resistance +11% all +28% cold Mind save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +7% nature defense ------ Resistance +9% blight +11% all Life +55.00 Life Regen +2.60 Healmod +13% Poison Resist +28% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +14 (+3 eff.) Spellpower/crit +4 Damage +26% arcane defense ------ Resistance +13% all Silence Resist +24% other ------- Max mana +46.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Master/Psionic While equipped: Stats +11 Cun +6 Dex defense ------ Armor +18 Defense +27 (+8 eff.) Fatigue +8% Mind save +14 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +5 Dex offense ------ Move Speed +20% defense ------ Armor +7 Defense +16 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +11 Defense +11 (+3 eff.) Fatigue +12% Mind save +10 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Master While equipped: Stats +5 Str +4 Con defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Life +45.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +24% cold Life +58.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Master While equipped: Stats +12 Str +3 Con defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +17% darkness +9% physical Life +52.00 other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 52 [Unique] Master While equipped: Stats +15 Con defense ------ Armor +50 Hardiness +15% Fatigue +35% Physical save +45 (+14 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +5 Lck offense ------ Damage +9% lightning Ignore resists +25% darkness +15% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Stealth +6 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 101.34 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +6 Wil +4 Con offense ------ Damage +6% blight Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Defense +2 (+0 eff.) Resistance +5% arcane 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 T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+3 eff.) Resistance +15% darkness +15% temporal Physical save +7 (+2 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Dex +7 Wil +5 Con offense ------ Ignore resists +25% fire defense ------ Armor +4 Fatigue -3% Physical save +6 (+2 eff.) other ------- Encumbrance +28 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 [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +7% physical defense ------ Armor +4 Fatigue +3% other ------- Size +1 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 T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +25% darkness +25% temporal Accuracy +16 (+8 eff.) When Hit 4 lightning defense ------ Armor +2 Resistance +6% lightning Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +8 Cun offense ------ Critical power +15.00% On-Hit 7 acid Damage +4% acid +15% fire Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% Resistance +6% acid Mind save +6 (+2 eff.) Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +11% arcane +11% darkness defense ------ Defense +1 (+0 eff.) Resistance +16% darkness other ------- Max mana +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% fire +5% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Cun offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Crit Resistance 10.00% other ------- Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Nature While equipped: Stats +6 Lck offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% defense ------ Armor +3 Fatigue +3% A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +8 Con offense ------ Accuracy +7 (+3 eff.) On-Hit (Melee): * 10% chance to slow global speed by 50% When Hit: * 15% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +11 Defense +14 (+4 eff.) Fatigue +5% Resistance +6% lightning +12% acid +6% darkness +4% all Physical save +11 (+3 eff.) A cap made of leather. |
![]() 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 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 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 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 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 (+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 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning 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 T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Spellpower +5 (+1 eff.) Spellpower/crit +8 Ignore resists +5% blight When Hit 2 arcane other ------- Vim-on-crit +2.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 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 +1 Cun +3 Str offense ------ Mind Crit +1% Damage +12% acid defense ------ Fatigue -4% Resistance +3% cold other ------- Psi when Hit +0.04 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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. |
![]() 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% darkness defense ------ Resistance +3% light +5% arcane Spell save +9 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Mind Crit +2% defense ------ Defense +10 (+3 eff.) Resistance +12% mind +6% blight Poison Resist +20% Teleport Resist +20% Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Snerys the Dwarf Anorithil level 34
3rd Profit 123rd year of Ascendancy at 09:45 see stats
By Snerys the Dwarf Anorithil level 11
26th Profit 122nd year of Ascendancy at 14:18 see stats
By Snerys the Dwarf Anorithil level 33
28th Voratun 123rd year of Ascendancy at 21:03 see stats
By Snerys the Dwarf Anorithil level 29
3rd Iron 123rd year of Ascendancy at 18:12 see stats
By Snerys the Dwarf Anorithil level 24
26th Loss 122nd year of Ascendancy at 23:36 see stats
By Snerys the Dwarf Anorithil level 30
9th Stralite 123rd year of Ascendancy at 07:08 see stats
By Snerys the Dwarf Anorithil level 35
21st Profit 123rd year of Ascendancy at 20:20 see stats
By Snerys the Dwarf Anorithil level 10
5th Profit 122nd year of Ascendancy at 13:05 see stats
By Snerys the Dwarf Anorithil level 20
21st Dearth 122nd year of Ascendancy at 20:32 see stats
By Snerys the Dwarf Anorithil level 30
30th Iron 123rd year of Ascendancy at 19:09 see stats
By Snerys the Dwarf Anorithil level 29
27th Iron 123rd year of Ascendancy at 00:10 see stats
By Snerys the Dwarf Anorithil level 17
3rd Dearth 122nd year of Ascendancy at 21:37 see stats
By Snerys the Dwarf Anorithil level 10
6th Profit 122nd year of Ascendancy at 08:35 see stats
By Snerys the Dwarf Anorithil level 29
30th Iron 123rd year of Ascendancy at 08:03 see stats
By Snerys the Dwarf Anorithil level 30
1st Stralite 123rd year of Ascendancy at 14:47 see stats
By Snerys the Dwarf Anorithil level 10
8th Profit 122nd year of Ascendancy at 04:23 see stats
By Snerys the Dwarf Anorithil level 24
29th Loss 122nd year of Ascendancy at 00:16 see stats
By Snerys the Dwarf Anorithil level 17
24th Wealth 122nd year of Ascendancy at 21:45 see stats
By Snerys the Dwarf Anorithil level 34
31st Voratun 123rd year of Ascendancy at 19:42 see stats
Log
Snerys's skin turns to stone.
Snerys casts Bathe in Light.
Snerys's spell attains critical power!
Ghast misses Snerys.
Ghast somehow avoids a trap (Snerys's glyph of sunlight).
Snerys's Soul Rot hits Ghast for 177 blight damage.
Talent Circle of Warding is ready to use.
Talent Celestial Surge is ready to use.
Talent Circle of Sanctity is ready to use.
Talent Circle of Shifting Shadows is ready to use.
Talent Twilight is ready to use.
Weakness Disease from Celia hits Snerys for (10 absorbed), 0 blight (0 total damage).
Decrepitude Disease from Celia hits Snerys for (10 absorbed), 0 blight (0 total damage).
Ghast uses Stun.
Snerys resists the stunning blow!
Ghast misses Snerys.
Ghast hits Snerys for (48 absorbed), 0 physical (0 total damage).
Snerys's Corona hits Ghast for 31 light damage.
Snerys's Corona hits Ghast for 65 darkness damage.
Snerys's Corona hits Ghast for 31 light damage.
Snerys's Corona hits Ghast for 31 light damage.
Melee retaliation hits Ghast for 20 light, 4 acid, 22 darkness (46 total damage).
Celia casts Invoke Darkness.
Celia's spell attains critical power!
Your shield crumbles under the damage!
The shield around Snerys crumbles.
Celia hits Snerys for (36 absorbed), 290 darkness (290 total damage).
Snerys the level 35 dwarf anorithil was shadowed to death by Celia on level 2 of Last Hope Graveyard.
--------------------------------
You are no longer encumbered.