








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Normal Adventure |
Sex | Male |
Race | Drem |
Class | Brawler |
Level / Exp | 50 / 1014% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 129 (base 60) |
Dexterity | 70 (base 60) |
Constitution | 92 (base 37) |
Magic | 39 (base 7) |
Willpower | 41 (base 16) |
Cunning | 102 (base 62) |
Resources
Life | 1860/1860 |
Stamina | 264/264 |
Healing Factor | 1.6494656488549 |
Regeneration | 16.082290076335 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1 |
Infravision | 14 |
See Stealth | 45.228472466426 |
See Invisible | 54.228472466426 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Barehand
Damage | 164 |
Accuracy | 71 |
Crit Chance | 68% |
APR | 25 |
Speed | 0.80 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Physical | +21% |
Temporal | +17% |
Lightning | +29% |
Arcane | +15% |
Mind | +23% |
All | +9% |
Offense: Damage Penetration
Darkness | +15% |
Temporal | +10% |
Blight | +5% |
Arcane | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 52 (86.09865470852%) |
Defense | 68 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 38 |
Mental Save | 65 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 51%( 70%) |
All | + 26%( 70%) |
Mind | + 36%( 70%) |
Lightning | + 70%( 70%) |
Light | + 46%( 70%) |
Temporal | + 54%( 70%) |
Physical | + 48%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 64%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Confusion Resistance | 70% |
Disarm Resistance | 89% |
Stun Resistance | 100% |
Poison Resistance | 28% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 342 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 626 damage for 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1022% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 723 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 7 turns. While Heroism is active, you will only die when reaching -866 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 0.80 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Striking Stance |
talent | Precise Strikes |
talent | Chant of Resistance |
beneficial effect | Countering melee attacks: Has a 34% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost tinker from death by Glod. Escort: lost tinker (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1948. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
On hands | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Damage (Melee): 14 arcane / 15 temporal Damage (Ranged): 14 temporal Changes stats: +7 Mag / +8 Wil Changes resistances: +12% temporal / +8% arcane / +1% physical Changes damage: +8% temporal Critical mult.: +3.00% Physical save: +10 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +40% Infravision radius: +1 When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +9.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 13% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +20% Damage (Melee): +11 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +11 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +8 Str / +8 Wil / +3 Cun Changes resistances: +10% lightning / +11% temporal / +14% physical / +4% all Physical save: +25 (+6 eff.) Mental save: +19 (+5 eff.) Hate when firing a critical mind attack: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +3 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +3% nature Physical save: +12 (+3 eff.) Only die when reaching: -40.00 life Maximum life: +20.00 It can be used to heal a target within range 7 (based on Willpower) for 110, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +8 Cun Changes resistances: +19% acid / +21% fire / +27% lightning / +23% cold Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% lightning / +12% darkness / +15% blight / +14% mind / +15% nature Changes resistances penetration: +5% blight Changes damage: +20% lightning / +14% mind / +6% arcane Poison immunity: +28% Disease immunity: +29% Disarm immunity: +49% Pinning immunity: +50% Knockback immunity: +49% Maximum life: +44.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +10 Physical power: +7 (+1 eff.) Defense: +9 (+2 eff.) Fatigue: -8% Effects when hit in melee: * 32% chance to disease * 25% chance to inflict 15% damage reduction Changes stats: +9 Lck / +2 Cun Changes damage: +7% physical Critical mult.: +14.00% Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +3 Combat speed: +10% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +11 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 26% chance to disease * 31% chance to inflict 15% damage reduction Changes stats: +3 Cun Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +15% darkness Changes damage: +6% darkness Mental save: +18 (+5 eff.) Life regen: +3.00 Maximum life: +77.00 Healing mod.: +18% A suit of armour made of leather. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Fatigue: -6% Changes stats: +3 Dex / +7 Wil / +13 Cun / +6 Con Changes resistances: +15% blight Changes resistances penetration: +10% temporal Grants telepathy: Dragon Critical mult.: +18.00% Life regen: +6.50 Maximum life: +70.00 Light radius: -6 Infravision radius: +12 See invisible: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 38% chance to disease * 30% chance to inflict 15% damage reduction Changes stats: +4 Mag / +5 Wil Changes resistances: +20% fire / +18% light / +5% arcane Stealth bonus: +11 Physical save: +13 (+3 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str / +8 Mag / -8 Wil / +5 Con Changes resistances: +11% lightning / +15% temporal / +9% light Reduces incoming crit damage: 15.00% Physical save: +22 (+6 eff.) Spell save: +6 (+3 eff.) Mindpower: +7 (+2 eff.) Light radius: +1 Infravision radius: +1 Size category: +1 A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 19% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 9 turns. While Heroism is active, you will only die when reaching -588 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 922% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 367.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 16 darkness Changes stats: +4 Dex Changes resistances: +15% mind Changes resistances penetration: +25% darkness Spell save: +6 (+3 eff.) Confusion immunity: +20% Life regen: +2.10 Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 5% chance to blind * 20% chance to disease * 25% chance to inflict 15% damage reduction Damage when hit (Melee): 4 mind Changes stats: +3 Wil / +1 Mag Changes damage: +6% acid / +5% temporal / +10% light / +4% physical / +12% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 9 light / 14 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 11% chance to blind Changes stats: +2 Mag Changes damage: +6% acid / +9% light / +12% darkness / +6% fire / +5% lightning / +7% cold Spellpower: +6 (+3 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% nature / +12% blight Poison immunity: +25% Disease immunity: +20% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +13% fire / +13% cold Amulets can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +2 Wil Mental save: +5 (+1 eff.) Confusion immunity: +12% Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Armour: +5 Defense: +8 (+2 eff.) Changes resistances cap: +3% all Critical mult.: +19.00% Physical save: +18 (+5 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% temporal / +7% light / +12% blight / +6% fire / +7% physical / +6% darkness Critical mult.: +17.00% Spellpower: +17 (+7 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.26 Technique / Conditioning Physical save: +8 (+2 eff.) Life regen: +0.90 Maximum life: +42.00 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +4 Con Talent masteries: +0.16 Cunning / Dirty fighting +0.16 Technique / Mobility Life regen: +0.50 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Cun / +3 Wil Grants telepathy: Dragon Silence immunity: +22% Mana each turn: +0.13 Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Changes stats: +11 Str / +12 Wil / +10 Cun Changes resistances: +14% blight / +32% fire / +13% nature Changes damage: +25% fire Spell save: +9 (+4 eff.) Poison immunity: +30% Disease immunity: +30% Spellpower: +2 (+1 eff.) Mindpower: +15 (+5 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +22 Defense: +25 (+6 eff.) Changes stats: +3 Mag Changes resistances penetration: +10% blight Changes damage: +6% blight / +9% fire Stun/Freeze immunity: +21% Life regen: +1.20 Damage Shield penetration: +40% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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 can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Con Changes damage: +9% lightning Grants telepathy: Humanoid/Orc Blindness immunity: +22% Infravision radius: +4 See stealth: +5 See invisible: +13 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% mind Silence immunity: +44% Mana each turn: +0.35 Hate when firing a critical mind attack: +4.00 Mindpower: +4 (+1 eff.) Infravision radius: +3 See invisible: +6 Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +10 Cun Changes resistances: +9% darkness Changes resistances penetration: +25% blight / +15% temporal Critical mult.: +20.00% Spell save: +15 (+6 eff.) Hate when firing a critical mind attack: +3.00 Maximum mana: +100.00 Maximum hate: +15.00 Spellpower: +6 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Physical power: +7 (+1 eff.) Defense: +11 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +10 Str / +5 Dex / +7 Cun / +7 Con Changes resistances penetration: +10% fire Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +50 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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 can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +10% acid / +10% light Changes damage: +12% acid / +9% light Mental save: +7 (+2 eff.) Confusion immunity: +20% Light radius: +3 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +13% physical Changes resistances penetration: +10% light Changes damage: +13% physical Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum hate: +8.00 Mindpower: +6 (+2 eff.) Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.63 cold and 16.24 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 134.15 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Steamroller Physical save: -30 (-7 eff.) Spell save: -30 (-15 eff.) Mental save: -30 (-8 eff.) You have set the ring to grant you Steamroller! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Str / +5 Con Mental save: +7 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +7 Str / +8 Con Silence immunity: +35% Mana each turn: +0.13 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +5 Str / +6 Con Life regen: +0.90 Maximum life: +88.00 Healing mod.: +18% Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +3 Mag Changes resistances: +15% mind Changes damage: +15% mind Spellpower: +10 (+4 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +8 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: 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 43%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Changes resistances: +14% acid / +14% fire / +17% lightning / +14% cold Spell save: +13 (+5 eff.) Maximum stamina: +12.00 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +7 Cun / +7 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% acid / +7% nature / +7% blight Changes damage: +13% acid Poison immunity: +13% Disease immunity: +13% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +14% nature / +11% blight Poison immunity: +15% Disease immunity: +25% Life regen: +1.70 Maximum life: +82.00 Healing mod.: +21% Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+7 eff.) Damage when hit (Melee): 12 arcane Changes stats: +20 Cun / +20 Dex Changes resistances: +15% blight / +15% mind / +15% nature / +5% arcane Changes resistances penetration: +5% arcane Mental save: +14 (+4 eff.) Poison immunity: +30% Disease immunity: +29% Confusion immunity: +50% Rings can have magical properties. |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 240.79 to 722.37 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 619.52 to 1239.04 physical damage (based on Strength) to each, costing 45 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 22 power out of 30/30) : Effective talent level: 3.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 28.41 mind damage, 25.18 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.32 mind and 2.06 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+17 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 180 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +6 Str Mental save: +8 (+2 eff.) Stamina each turn: +0.60 Only die when reaching: -80.00 life Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +18 (+3 eff.) Changes stats: +1 Str / +6 Dex / +5 Wil / +5 Cun / +3 Con / +10 Lck Trap disarming bonus: +28 Stealth bonus: +14 Physical save: +20 (+5 eff.) Spell save: +15 (+6 eff.) Mental save: +15 (+4 eff.) Life regen: +0.80 Only die when reaching: -60.00 life Maximum life: +110.00 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +6% blight Changes resistances penetration: +15% blight Changes damage: +18% blight / +3% mind Reduced damage from: +45% Summoned Physical save: +28 (+7 eff.) Maximum life: +70.00 Mindpower: +24 (+8 eff.) A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Str / +3 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Physical save: +10 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +15% blight Reduced damage from: +27% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Reduced damage from: +19% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +5 (+1 eff.) Physical save: +18 (+5 eff.) Maximum life: +100.00 Maximum mana: +55.00 Maximum stamina: +36.00 Maximum hate: +16.00 Maximum psi: +28.00 Maximum vim: +34.00 Maximum pos.energy: +34.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 209.28 cold damage and condensing the air into freezing vapors that deal 69.76 cold damage (based on Magic) each turn for 10 turns, costing 27 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Cun / +3 Con Changes resistances: +9% fire Spell save: +9 (+4 eff.) Silence immunity: +25% Hate when firing a critical mind attack: +5.00 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 45 power out of 50/50) : Effective talent level: 2.4 Power cost: 45 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +4 Con Physical save: +21 (+5 eff.) Mental save: +11 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +18% nature / +15% blight Physical save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Life regen: +2.60 Only die when reaching: -50.00 life Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +13% fire / +12% light / +14% darkness Changes resistances penetration: +10% darkness Changes damage: +11% darkness Stealth bonus: +19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+9 eff.) It can be used to activate talent Temporal Reprieve (costing 45 power out of 50/50) : Effective talent level: 1.0 Power cost: 45 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+6 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects when hit in melee: * 28% chance to disease * 22% chance to inflict 15% damage reduction Changes stats: +3 Dex / +6 Cun / +3 Con Changes resistances: +6% mind Physical save: +34 (+9 eff.) Spell save: +9 (+4 eff.) Mental save: +20 (+5 eff.) Disarm immunity: +15% Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 180% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes stats: +3 Str / +3 Con Changes resistances: +6% blight / +8% fire / +9% darkness / +7% cold Changes resistances penetration: +10% blight It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.3 Power cost: 23 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 light Changes stats: +11 Lck / +5 Dex Changes resistances: +6% lightning / +6% light / +6% cold / +5% arcane / +12% fire Changes resistances penetration: +20% light Stealth bonus: +11 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Armour: +9 Fatigue: -3% Damage when hit (Melee): 20 darkness Changes stats: +2 Dex / +1 Cun / +1 Con Changes resistances: +3% darkness Maximum encumbrance: +29 Physical save: +7 (+2 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes resistances: +10% acid / +21% temporal / +22% darkness / +9% fire / +13% cold / +12% lightning Changes resistances penetration: +15% darkness / +15% temporal Defense after a teleport: +26 Resist all after a teleport: +15% New effects duration reduction after a teleport: +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 40% Str, 40% Dex, 20% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 167% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+4 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 44.64 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 10% chance to disease Damage (Melee): 10 lightning Changes stats: +5 Mag Changes resistances: +8% lightning / +9% blight Changes damage: +11% lightning / +6% temporal / +11% arcane / +6% blight Mental save: +15 (+4 eff.) Maximum life: +73.00 When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +19 arcane / +4 blight Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +15 arcane / +15 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +1.0% Armour: +3 Damage (Melee): 16 temporal Damage (Ranged): 9 temporal Changes resistances: +7% temporal Changes resistances penetration: +10% physical Changes damage: +7% temporal Physical save: +15 (+4 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +36% Life regen: +2.40 Stamina each turn: +1.50 Maximum stamina: +16.00 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 (+5 eff.) Armour: +2 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 12 mind / 19 darkness Effects when hit in melee: * 31% chance to disease * 21% chance to inflict 15% damage reduction Changes stats: +5 Dex / +3 Con Changes resistances: +6% acid / +6% temporal / +3% nature / +9% darkness Changes resistances penetration: +15% acid Physical save: +17 (+4 eff.) Spell save: +26 (+9 eff.) Mental save: -5 (-1 eff.) Disarm immunity: +31% Mindpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 124% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Reproach (10% chance level 3). Damage (Melee): +10 physical It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Changes stats: +8 Dex / +3 Con Grants telepathy: Dragon Infravision radius: +3 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 125% Damage Shield penetration (this weapon only): +50% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 light Effects when hit in melee: * 23% chance to disease * 26% chance to inflict 15% damage reduction Changes stats: +7 Mag / +2 Wil / +2 Cun Changes resistances: +14% light / +8% darkness Changes damage: +3% light / +9% blight Life regen: +1.30 Stamina each turn: +1.00 Maximum stamina: +24.00 Spellpower: +2 (+1 eff.) Infravision radius: +1 When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 3). On weapon hit: * 7% chance to blind Damage (Melee): +12 darkness Burst (radius 2) on crit: +28 light / +18 darkness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 57.11 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +2 Damage (Melee): 10 temporal Damage (Ranged): 11 temporal Changes stats: +4 Dex / +6 Cun / +3 Con Changes resistances: +7% temporal Changes resistances penetration: +5% lightning Changes damage: +6% temporal Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +26% Infravision radius: +2 When used to modify unarmed attacks: Power: 116% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +14 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 3). On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn Damage (Melee): +6 physical Burst (radius 1) on hit: +4 lightning Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Damage (Melee): 6 acid / 11 blight / 7 fire / 7 lightning / 6 cold Changes stats: +5 Str / +4 Mag / +3 Wil Changes resistances: +7% blight Changes damage: +6% blight / +6% arcane Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Soul Rot (20% chance level 5). Damage (Melee): +12 ice / +21 lightning / +20 fire / +4 arcane / +9 acid Burst (radius 2) on crit: +6 blight / +12 mind Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Frost Grab (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 63.04 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+6 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 166.75 arcane damage and stunned), costing 90 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 23 power out of 25/25) : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +2 Damage when hit (Melee): 12 temporal Changes stats: +4 Str Mental save: +39 (+10 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +2% When used to modify unarmed attacks: Power: 127% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 5 acid / 7 fire / 6 cold / 4 arcane / 7 lightning Changes stats: +11 Mag / +9 Wil Changes resistances: +6% arcane When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +10 ice / +22 acid / +17 fire / +13 arcane / +11 lightning It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 5 acid / 8 fire / 6 cold / 4 lightning Changes stats: +6 Mag / +2 Wil / +3 Cun Changes resistances: +7% light / +7% darkness Infravision radius: +1 When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% Damage (Melee): +10 ice / +9 fire / +11 acid / +22 lightning Burst (radius 2) on crit: +31 light / +32 darkness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 57.11 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 24% chance to cause random gloom Damage (Melee): 29 mind / 25 darkness Mental save: -10 (-2 eff.) Mana each turn: +0.38 Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Mindpower: +6 (+2 eff.) When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +12 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+5 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 90 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects when hit in melee: * 25% chance to disease * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 4 blight Changes stats: +2 Str / +3 Dex / +3 Wil / +3 Cun / +7 Con Changes resistances: +7% blight / -26% light / +6% darkness Changes resistances penetration: +20% blight Changes damage: +6% darkness / +3% blight Mental save: +8 (+2 eff.) Life regen: +3.20 A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Armour: +3 Fatigue: +3% Effects when hit in melee: * 23% chance to disease * 26% chance to inflict 15% damage reduction Changes stats: +7 Str / +4 Dex / +4 Wil / +2 Cun / +2 Con Changes resistances: +8% physical / -8% light / +13% darkness Critical mult.: +6.00% Physical save: +9 (+2 eff.) Life regen: +2.30 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +12% acid / +15% fire / +5% arcane / +13% cold Changes resistances penetration: +20% arcane / +15% acid Changes damage: +12% acid A cap made of leather. |
![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+6 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 105.87 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 lightning / 19 physical / 8 nature Changes resistances: +12% acid / +14% cold / +41% lightning Changes resistances penetration: +15% nature Allows you to breathe in: water A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 light Changes stats: +4 Wil Changes resistances: +16% blight / +9% cold / +20% darkness / +11% acid Allows you to breathe in: water Light radius: +2 A suit of armour made of leather. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 11 Defense and your attacks will gain 33% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+5 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 fire Changes stats: +3 Cun / +2 Str Changes resistances: +6% acid Changes resistances penetration: +10% acid Changes damage: +18% acid / +14% fire / +16% mind Mental save: +13 (+3 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 15% chance to blind Effects when hit in melee: * 25% chance to disease * 20% chance to inflict 15% damage reduction Damage when hit (Melee): 4 light Changes stats: +2 Str / +3 Mag / +3 Cun Changes resistances: +12% light Changes resistances penetration: +15% fire / +15% physical Maximum mana: +28.00 Spell crit. chance: +6% Light radius: +1 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +4 Dex / +3 Mag Changes resistances: +5% arcane Changes damage: +9% blight / +6% temporal Maximum mana: +36.00 Spell crit. chance: +7% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 90 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +15% lightning Changes damage: +3% light Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +11% 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+5 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 19.91 cold damage and 22.10 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes resistances: +18% light Changes resistances penetration: +15% fire Changes damage: +6% light / +12% fire Physical save: +14 (+4 eff.) Light radius: +4 Healing mod.: +21% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Wil Changes resistances: +20% nature / +6% acid Changes resistances penetration: +20% acid Changes damage: +6% acid Critical mult.: +20.00% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (97 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 mind / 30 fire Changes stats: +11 Cun Changes resistances: +15% darkness / +8% fire Changes resistances penetration: +10% blight Changes damage: +21% blight / +11% light / +9% arcane Damage affinity(heal): +5% light Light radius: -3 Infravision radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 30.39 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 388.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 54), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 113 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to blind Changes resistances: +12% blight / +16% temporal / +12% light Changes damage: +9% light / +9% temporal It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +3.0% Damage when hit (Melee): 12 mind Changes stats: +5 Str Maximum wards: +4 acid / +5 nature / +5 light Changes resistances penetration: +20% mind Talent granted: +1 Ward Critical mult.: +12.00% Only die when reaching: -40.00 life Maximum stamina: +15.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +3.0% Changes stats: +4 Str Changes resistances: +21% lightning Stamina each turn: +1.00 Maximum life: +30.00 Maximum vim: +20.00 It can be used to reveal the area around you, dispelling darkness (radius 15, power 63 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Glod the Drem Brawler level 33
28th Gold 123rd year of Ascendancy at 13:00 see stats
By Glod the Drem Brawler level 18
23rd Loss 122nd year of Ascendancy at 09:35 see stats
By Glod the Drem Brawler level 33
26th Gold 123rd year of Ascendancy at 23:06 see stats
By Glod the Drem Brawler level 37
5th Voratun 123rd year of Ascendancy at 23:50 see stats
By Glod the Drem Brawler level 45
16th Stralite 124th year of Ascendancy at 22:17 see stats
By Glod the Drem Brawler level 42
3rd Steel 124th year of Ascendancy at 00:51 see stats
By Glod the Drem Brawler level 37
3rd Voratun 123rd year of Ascendancy at 04:44 see stats
By Glod the Drem Brawler level 17
18th Loss 122nd year of Ascendancy at 16:20 see stats
By Glod the Drem Brawler level 13
33rd Dearth 122nd year of Ascendancy at 17:59 see stats
By Glod the Drem Brawler level 42
30th Gold 124th year of Ascendancy at 03:29 see stats
By Glod the Drem Brawler level 35
43rd Stralite 123rd year of Ascendancy at 20:52 see stats
By Glod the Drem Brawler level 42
2nd Gold 124th year of Ascendancy at 03:08 see stats
By Glod the Drem Brawler level 47
27th Stralite 124th year of Ascendancy at 17:01 see stats
By Glod the Drem Brawler level 25
13rd Steel 123rd year of Ascendancy at 15:32 see stats
By Glod the Drem Brawler level 50
7th Profit 124th year of Ascendancy at 16:47 see stats
By Glod the Drem Brawler level 16
17th Loss 122nd year of Ascendancy at 16:58 see stats
By Glod the Drem Brawler level 29
42nd Steel 123rd year of Ascendancy at 21:42 see stats
By Glod the Drem Brawler level 28
33rd Steel 123rd year of Ascendancy at 06:54 see stats
By Glod the Drem Brawler level 50
27th Voratun 124th year of Ascendancy at 01:24 see stats
By Glod the Drem Brawler level 43
30th Gold 124th year of Ascendancy at 12:40 see stats
By Glod the Drem Brawler level 18
23rd Loss 122nd year of Ascendancy at 13:55 see stats
By Glod the Drem Brawler level 30
12nd Gold 123rd year of Ascendancy at 17:31 see stats
By Glod the Drem Brawler level 10
11st Profit 122nd year of Ascendancy at 07:06 see stats
By Glod the Drem Brawler level 20
10th Shortage 122nd year of Ascendancy at 16:02 see stats
By Glod the Drem Brawler level 30
7th Gold 123rd year of Ascendancy at 21:55 see stats
By Glod the Drem Brawler level 40
15th Dearth 123rd year of Ascendancy at 07:35 see stats
By Glod the Drem Brawler level 50
17th Voratun 124th year of Ascendancy at 09:11 see stats
By Glod the Drem Brawler level 49
41st Stralite 124th year of Ascendancy at 10:59 see stats
By Glod the Drem Brawler level 50
17th Voratun 124th year of Ascendancy at 15:27 see stats
By Glod the Drem Brawler level 12
27th Profit 122nd year of Ascendancy at 10:34 see stats
By Glod the Drem Brawler level 34
13rd Stralite 123rd year of Ascendancy at 14:14 see stats
By Glod the Drem Brawler level 44
4th Stralite 124th year of Ascendancy at 20:16 see stats
By Glod the Drem Brawler level 28
30th Steel 123rd year of Ascendancy at 15:36 see stats
By Glod the Drem Brawler level 36
44th Stralite 123rd year of Ascendancy at 23:09 see stats
By Glod the Drem Brawler level 50
7th Profit 124th year of Ascendancy at 16:46 see stats
By Glod the Drem Brawler level 18
23rd Loss 122nd year of Ascendancy at 09:35 see stats
By Glod the Drem Brawler level 9
7th Profit 122nd year of Ascendancy at 04:36 see stats
By Glod the Drem Brawler level 18
23rd Loss 122nd year of Ascendancy at 09:35 see stats
By Glod the Drem Brawler level 43
30th Gold 124th year of Ascendancy at 12:49 see stats
By Glod the Drem Brawler level 23
13rd Iron 123rd year of Ascendancy at 13:05 see stats
By Glod the Drem Brawler level 4
18th Voratun 122nd year of Ascendancy at 23:00 see stats
By Glod the Drem Brawler level 38
16th Wealth 123rd year of Ascendancy at 13:11 see stats
By Glod the Drem Brawler level 23
12nd Iron 123rd year of Ascendancy at 23:42 see stats
By Glod the Drem Brawler level 28
31st Steel 123rd year of Ascendancy at 03:44 see stats
By Glod the Drem Brawler level 18
21st Loss 122nd year of Ascendancy at 22:57 see stats
By Glod the Drem Brawler level 32
26th Gold 123rd year of Ascendancy at 04:33 see stats
Log
Lore found: magical barrier
Lore found: seventh mural painting
Lore found: gravestone
Lore found: gravestone
Lore found: first mural painting
Lore found: demon statue: Harkor'Zun
Lore found: gravestone
Lore found: gravestone
Lore found: slain master
Lore found: Kyless' Journal: Fourth Entry
Lore found: clue (ruined dungeon)
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: Kyless
Lore found: Lost Memories (2)
Lore found: fifth mural painting
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: clue (ruined dungeon)
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: Declaration of the Unification of the Allied Kingdoms
Glod deactivates Chant of Resistance.
Glod deactivates Exploit Weakness.
Glod deactivates Striking Stance.
Glod deactivates Precise Strikes.