











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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 | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Bulwark |
Level / Exp | 50 / 2230% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 191 (base 61) |
Dexterity | 84 (base 60) |
Constitution | 109 (base 60) |
Magic | 8 (base 16) |
Willpower | 82 (base 40) |
Cunning | 55 (base 10) |
Resources
Life | 2790/2790 |
Stamina | 392/392 |
Equilibrium | 30 |
Healing Factor | 2.5 |
Regeneration | 17.625 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 56.032874162149 |
See Invisible | 60.032874162149 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 272 |
Accuracy | 76 |
Crit Chance | 71% |
APR | 58 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Physical | +76% |
Fire | +13% |
Arcane | +10% |
Mind | +10% |
All | +7% |
Offense: Damage Penetration
Physical | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 111.2661945297 (100%) |
Defense | 50 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 36 |
Mental Save | 44 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 22%( 70%) |
All | + 17%( 70%) |
Mind | + 19%( 70%) |
Lightning | + 29%( 70%) |
Light | + 22%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 27%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 20% |
Confusion Resistance | 29% |
Knockback Resistance | 61% |
Instadeath Resistance | 100% |
Blind Resistance | 41% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1285% 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 32 for 8 turns. While Heroism is active, you will only die when reaching -1320 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental or physical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 544 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.70 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Precise Strikes |
talent | Antimagic Shield |
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 |
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 |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost anorithil from death by mountain troll thunderer. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost anorithil from death by Pepe Goes To Zigur. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost warrior from death by Emelydhewyn the cold drake. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 2 of Old Forest) | failed |
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 |
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 Shade. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2825. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | completed |
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 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 within5 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 to join the slavers and take part in their game. You won the ring of blood! You 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 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
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: +5.0% Physical power: +6 (+1 eff.) Effects when hit in melee: * 39% chance to disease * 50% chance to inflict 15% damage reduction Changes stats: +2 Str / +6 Wil Changes resistances: +6% acid / +3% fire / +9% nature / +6% lightning Critical mult.: +17.00% Physical save: +13 (+3 eff.) Blindness immunity: +41% Confusion immunity: +19% Light radius: +9 See stealth: +21 See invisible: +19 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +17 Str / +13 Dex Changes resistances: +15% nature Changes damage: +15% physical Spell save: +9 (+4 eff.) Stamina each turn: +0.20 Maximum life: +110.00 Healing mod.: +30% A cap made of leather. |
On hands | ![]() 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 (+2 eff.) Spell save: +15 (+6 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 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 165.00 arcane damage and stunned), costing 60 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. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +2 Changes stats: +5 Str / +2 Wil / +5 Cun / +6 Con Changes resistances penetration: +15% physical Changes damage: +6% physical Reduces incoming crit damage: 5.00% Maximum life: +40.00 Maximum stamina: +45.00 Infravision radius: +5 Healing mod.: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal / 12 arcane / 12 fire Changes stats: +10 Str / +8 Con Changes resistances: +16% physical / +3% fire Changes damage: +6% fire / +3% arcane / +16% physical Life regen: +2.00 Maximum life: +100.00 Healing mod.: +29% Rings can have magical properties. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 19 bleed Effects when hit in melee: * 42% chance to disease * 40% chance to inflict 15% damage reduction Changes stats: +13 Cun / +3 Wil Changes resistances: +17% physical Changes damage: +17% physical Grants telepathy: Dragon Demon/Major Demon/Minor Life regen: +1.10 Hate when firing a critical mind attack: +2.00 Maximum life: +87.00 Maximum hate: +15.00 See invisible: +6 Healing mod.: +26% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +22 Physical crit. chance: +6.0% Changes stats: +10 Str / -7 Dex / +7 Cun / +13 Con Changes resistances: +9% acid Critical mult.: +19.00% Life regen: +0.40 Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 21 arcane resource burn * 35% chance to cause random gloom * disrupts spell-casting On weapon crit: * burns latent spell energy Damage (Melee): +8 light / +25 mind / +4 nature Burst (radius 2) on crit: +8 nature Damage against: +26% Unnatural When wielded/worn: Changes stats: +5 Cun / +7 Wil Changes resistances: +6% light Sharp, long, and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Cun / +3 Dex Changes resistances penetration: +25% physical Changes damage: +15% physical Stamina each turn: +0.80 Maximum life: +30.00 Mental crit. chance: +5% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.0 - 88.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +197 On weapon hit: * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +17 Armour Hardiness: +9% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 31% chance to cause random gloom Changes stats: -17 Mag / +17 Wil Changes resistances: +9% lightning / +6% fire / +5% arcane / +19% physical Talent granted: +5 Block Cut immunity: +20% Knockback immunity: +10% Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Armour: +8 Defense: +3 (+1 eff.) Changes stats: +5 Str / +5 Dex / +6 Con Changes resistances: +3% acid / +6% cold / +6% temporal Talent mastery: +0.40 Technique / Combat training Critical mult.: +29.00% Stealth bonus: +12 Spell save: -26 (-13 eff.) Stamina each turn: +2.10 Mana each turn: -0.36 Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 16 arcane / 4 mind Changes stats: +14 Str / +6 Con Changes resistances: +3% mind / +14% physical / +16% darkness / +5% arcane Changes damage: +3% mind Life regen: +3.30 Maximum life: +138.00 Light radius: +1 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 514 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 482 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 512 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 513 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength 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 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 16 for 9 turns. While Heroism is active, you will only die when reaching -444 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 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 31 for 8 turns. While Heroism is active, you will only die when reaching -1027 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. 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 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 32 for 11 turns. While Heroism is active, you will only die when reaching -934 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. 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 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 6 for 9 turns. While Heroism is active, you will only die when reaching -347 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 Magic 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 791% 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 2 When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 634% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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: 1.0 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 increase movement speed by 942% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 969% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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: 1.0 Use 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 324% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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 825 life over 5 turns. Its effects scale with your Constitution 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 683 life over 5 turns. Its effects scale with your Constitution 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 852 life over 5 turns. Its effects scale with your Strength 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 mental or physical effect and reduce all damage taken by 15% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
![]() 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. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex Changes resistances: +12% fire / +10% cold Changes resistances penetration: +5% darkness / +5% fire Changes damage: +9% fire Life regen: +1.50 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +9.0% Physical power: +6 (+1 eff.) Changes stats: +4 Cun / +5 Con Changes resistances: +3% physical Changes resistances penetration: +25% lightning Changes damage: +24% physical Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +11% mind / +9% acid Changes resistances penetration: +15% mind Changes damage: +24% mind Confusion immunity: +33% Amulets can have magical properties. |
![]() 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 36 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 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +20 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% lightning / +28% light / +21% darkness Talent mastery: +0.40 Technique / Archery training Critical mult.: +15.00% Physical save: +39 (+9 eff.) Blindness immunity: +40% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Effects on melee hit: * 31% chance to blind Changes stats: +16 Str / +15 Dex / +10 Wil Changes resistances: +9% mind Physical save: +20 (+5 eff.) Maximum life: +20.00 Maximum stamina: +25.00 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +17% lightning / +12% temporal Changes resistances penetration: +10% temporal Changes damage: +3% temporal Physical save: +18 (+4 eff.) Spell save: +16 (+7 eff.) Mental save: +19 (+7 eff.) Stun/Freeze immunity: +35% Light radius: +1 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +15% light / +24% fire Changes resistances penetration: +15% light Changes damage: +15% blight Talent mastery: +0.40 Technique / Shield offense Amulets can have magical properties. |
![]() 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... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.13 Technique / Combat techniques Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +0.90 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +9 Con Life regen: +3.30 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Con Changes resistances: +6% blight / +3% cold Physical save: +24 (+6 eff.) Spell save: +28 (+11 eff.) Mental save: +24 (+8 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +15% fire / +12% mind / +15% cold Spell save: +30 (+11 eff.) Blindness immunity: +15% Disease immunity: +15% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +7% physical / +9% light / +6% blight / +9% cold / +12% mind Stamina each turn: +0.20 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 6 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +5 Cun Changes resistances: +9% blight Changes resistances penetration: +10% light / +25% blight Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+3 eff.) Effects on melee hit: * 26% chance to blind Damage (Melee): 37 light Effects on ranged hit: * 20% chance to blind Damage (Ranged): 40 light Damage when hit (Melee): 12 acid Changes stats: +7 Str / +8 Con Changes resistances: +9% light Changes damage: +12% acid Spellpower: +12 (+4 eff.) Mindpower: +7 (+2 eff.) Light radius: +1 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +14 Defense: +7 (+2 eff.) Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +4 Cun Changes resistances: +16% temporal Changes damage: +27% nature / +22% temporal Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 5.2 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +23 (+4 eff.) Changes stats: -8 Str / +17 Mag / +14 Con Changes resistances: +6% temporal Changes damage: +6% temporal Spell save: +20 (+8 eff.) Blindness immunity: +46% Only die when reaching: -20.00 life Maximum stamina: +33.00 Infravision radius: +5 See stealth: +13 See invisible: +24 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +15 Defense: +15 (+5 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes stats: +12 Dex / +2 Mag / +10 Con Changes resistances penetration: +10% arcane Physical save: +14 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Wil / +6 Con Changes damage: +6% blight / +6% all Physical save: +12 (+3 eff.) Life regen: +1.30 Maximum life: +64.00 Maximum mana: +20.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +1% Mindpower: +8 (+3 eff.) Healing mod.: +21% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 (+7 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 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 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 nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 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 / Pugilism +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 / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +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 1 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +3 Con Changes resistances: +6% darkness / +6% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Physical save: +6 (+1 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 19.55 cold and 32.16 physical damage (based on Willpower) each turn and knocking opponents back, costing 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Str Changes resistances: +9% blight / +3% fire / +6% nature / +3% temporal Physical save: +10 (+2 eff.) Spell save: +9 (+4 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +29% Pinning immunity: +28% Knockback immunity: +25% Maximum life: +25.00 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +13% mind Changes damage: +12% acid / +13% mind / +30% nature Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Physical crit. chance: +3.0% Physical power: +8 (+2 eff.) Defense: +9 (+3 eff.) Changes stats: +4 Dex Changes resistances: +5% arcane Mental save: +30 (+10 eff.) Life regen: +1.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +2 Dex / +2 Wil / +11 Con Mental save: +6 (+2 eff.) Psi when hit: +0.08 Maximum psi: +40.00 Infravision radius: +3 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +15 Armour: +10 Defense: +17 (+5 eff.) Changes stats: +6 Con Changes resistances: +9% fire Reduces incoming crit damage: 10.00% Physical save: +30 (+7 eff.) Spell save: +20 (+8 eff.) Silence immunity: +15% Disarm immunity: +48% Pinning immunity: +41% Stun/Freeze immunity: +15% Knockback immunity: +48% Maximum life: +50.00 Maximum stamina: +38.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +15.0% Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +17% temporal / +45% physical Changes damage: +18% temporal / +41% physical Talent cooldown: Arrow Stitching (-1 turn) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +10 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 darkness Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +10 Defense: +10 (+3 eff.) Changes resistances penetration: +10% physical Changes damage: +3% darkness Disarm immunity: +27% Sharp, long, and deadly. |
![]() Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Burst (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 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 (+10 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 120 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." |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 51.5 - 72.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 22% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 25 bleeding, 76% reduced healing Damage (Melee): +12 mind When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+2 eff.) Changes resistances: +6% mind Changes resistances penetration: +12% acid Changes damage: +15% mind / +6% arcane Spell save: +3 (+2 eff.) Life regen: +1.90 One-handed war axes. |
![]() Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +15 cold / +8 light Burst (radius 2) on crit: +4 darkness When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Fatigue: -2% Changes stats: +1 Con / +4 Mag Changes resistances: +3% darkness / +15% light Changes damage: +3% light Critical mult.: +20.00% One-handed war axes. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +14 nature / +8 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +10 Changes resistances: +3% lightning Changes resistances penetration: +10% physical / +11% mind / +11% darkness Changes damage: +3% lightning / +12% temporal One-handed war axes. |
![]() Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature / +26 insidious poison When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Con Changes resistances: +6% acid Changes resistances penetration: +20% darkness / +9% physical Blindness immunity: +10% Disarm immunity: +25% Pinning immunity: +15% One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +10 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +6 Mag / +6 Wil / +5 Cun Changes resistances: +15% fire / +6% darkness / +10% cold Grants telepathy: Demon/Minor Demon/Major Physical save: +24 (+6 eff.) Maximum hate: +10.00 Spell crit. chance: +6% Mental crit. chance: +2% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun Stun/Freeze immunity: +15% Knockback immunity: +30% Only die when reaching: -80.00 life Maximum life: +54.00 Maximum hate: +8.00 Heals friendly targets nearby when you use a nature summon: +50 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +10% arcane / +10% physical Changes damage: +13% physical Mana each turn: +0.08 Vim when firing critical spell: +5.00 Damage Shield penetration: +40% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +6 Changes stats: +10 Con Changes damage: +15% darkness Physical save: +9 (+2 eff.) Only die when reaching: -84.00 life Maximum life: +102.00 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 light Changes resistances: +17% acid / +9% temporal / +6% darkness / +18% fire / +17% cold / +18% lightning Changes damage: +3% light Life regen: +3.60 Light radius: +1 Healing mod.: +30% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +3 Dex / +4 Cun / +6 Lck Changes resistances: +3% blight / +3% temporal / +6% nature / +6% darkness Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
![]() 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 nature Changes stats: +6 Dex / +5 Mag / +5 Cun / +9 Lck Changes resistances: +14% fire / +6% nature / +14% cold Changes resistances penetration: +25% acid / +10% nature Changes damage: +3% nature Trap disarming bonus: +26 Stealth bonus: +11 Mana each turn: +0.52 Maximum mana: +43.00 Infravision radius: +6 A belt that goes around your waist. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +2 Wil Changes resistances: +7% acid / +12% blight / +8% fire / +6% cold / +8% lightning Changes resistances penetration: +15% acid Mental save: +6 (+2 eff.) Maximum life: +88.00 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Fatigue: -6% Changes stats: +5 Dex / +6 Wil / +5 Cun Reduces incoming crit damage: 15.00% Maximum life: +48.00 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Str Changes resistances: +12% cold Spell save: +3 (+2 eff.) Knockback immunity: +15% Maximum life: +30.00 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 Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +6% cold / +18% mind / +2% physical Physical save: +15 (+3 eff.) Spell save: +15 (+6 eff.) Mental save: +29 (+10 eff.) Stun/Freeze immunity: +5% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 12 mind Changes stats: +4 Str / +4 Dex / +3 Wil / +4 Con Changes resistances: +20% blight Talent mastery: +0.40 Technique / Combat training Spell save: -21 (-10 eff.) Mental save: +48 (+16 eff.) Stamina each turn: +0.80 Mana each turn: -0.36 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 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +5 Dex / +3 Wil / +7 Lck Changes resistances: +6% light Stealth bonus: +10 Equilibrium when hit: +0.08 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Defense: +25 (+8 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances penetration: +25% physical Physical save: +15 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to blind Changes stats: +6 Dex / +2 Mag / +1 Cun Stamina each turn: +0.40 Maximum stamina: +12.00 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: +10 Fatigue: +3% Changes stats: +3 Mag / +2 Wil / +3 Cun Changes damage: +9% fire Grants telepathy: Dragon Infravision radius: +2 See invisible: +12 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +3 Physical power: +14 (+3 eff.) Armour: +14 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +10 Str Changes resistances: +5% arcane Maximum life: +50.00 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: Physical power: +13 (+3 eff.) Armour: +2 Changes stats: +7 Str / +2 Cun / +4 Con Changes damage: +12% light Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +18 Damage (Melee): 13 physical Effects when hit in melee: * 44% chance to disease * 50% chance to inflict 15% damage reduction Changes resistances: +22% darkness / +17% blight / +13% arcane / +9% nature / +3% light Changes damage: +3% mind / +9% physical Damage affinity(heal): +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +31 (+12 eff.) Mental save: +12 (+4 eff.) Maximum life: +77.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 15 power out of 24/24) : Effective talent level: 2.0 Power cost: 15 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 457.33 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +5 Damage when hit (Melee): 8 physical Changes stats: +5 Str / +3 Dex / +1 Con Critical mult.: +3.00% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 mind Changes stats: +5 Str / +7 Wil / +10 Cun Changes resistances: +12% blight / +13% physical / +10% nature Changes damage: +9% light Physical save: +13 (+3 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects when hit in melee: * 43% chance to disease * 34% chance to inflict 15% damage reduction Changes stats: +4 Str / +9 Dex / +6 Wil / +5 Con Changes resistances: +13% blight / +20% light Changes resistances penetration: +5% nature Physical save: +10 (+2 eff.) Mental save: +23 (+8 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 293.36 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 physical Changes stats: +5 Str / +8 Wil Changes resistances: +10% blight / +3% light Changes resistances penetration: +5% light Changes damage: +12% acid Mental save: +13 (+5 eff.) Light radius: +3 Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1822.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Str / +2 Wil Changes resistances: +13% mind / +9% lightning Physical save: +16 (+4 eff.) Mental save: +16 (+6 eff.) Confusion immunity: +25% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+9 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Dex / +2 Cun It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1822.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Changes resistances: +1% physical / +10% fire / +9% nature / +9% cold Spell save: +6 (+3 eff.) Stun/Freeze immunity: +15% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +8% cold / +6% temporal Allows you to breathe in: water A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +6 Con Changes resistances: +13% cold Allows you to breathe in: water A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 nature Changes stats: +3 Cun / +3 Dex Changes resistances: +20% nature Changes resistances penetration: +10% nature Changes damage: +9% lightning A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +5 Dex / +4 Wil / +4 Cun Changes resistances: +3% darkness / +5% arcane / +5% all Changes resistances penetration: +25% darkness Changes damage: +6% arcane Physical save: +11 (+2 eff.) Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes resistances: +26% lightning Changes resistances penetration: +25% lightning Changes damage: +6% lightning A suit of armour made of mail. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +23 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Dex Critical mult.: +21.00% Physical save: +6 (+1 eff.) Only die when reaching: -20.00 life A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +42 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 20% chance to disease Effects when hit in melee: * 35% chance to disease * 45% chance to inflict 15% damage reduction Changes resistances: +10% acid / +11% physical / +40% cold / +17% lightning / +13% fire Changes resistances penetration: +15% lightning Changes damage: +9% blight A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind * 15% chance to corrode armour by 30% Changes resistances: +9% mind / +29% lightning Changes resistances penetration: +15% acid Mental save: +22 (+8 eff.) Maximum life: +60.00 A suit of armour made of metal plates. |
![]() 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 (+5 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 (+3 eff.) Mental save: +25 (+9 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 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 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 13 Armour, 19 Defense and your attacks will gain 42% 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 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 15 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +5 Cun / +5 Wil Mental save: +14 (+5 eff.) Life regen: +1.80 Maximum life: +47.00 Healing mod.: +15% A suit of armour made of metal plates. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +17 (+3 eff.) Armour: +30 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +16 Str / +8 Mag / +10 Wil Changes resistances: +17% lightning / +12% physical / +15% darkness / +9% temporal Mental save: +30 (+10 eff.) Spellpower: +21 (+5 eff.) Spell crit. chance: +6% Mindpower: +24 (+8 eff.) Mental crit. chance: +13% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 On weapon hit: * 40% chance to daze at end of turn Burst (radius 2) on crit: +4 mind When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 mind Changes resistances: +20% acid / +6% lightning Talent granted: +3 Block Handheld deflection devices. |
![]() Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +340 On weapon hit: * 25% chance to daze at end of turn Burst (radius 2) on crit: +8 light When wielded/worn: Armour: +22 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 10 lightning Effects when hit in melee: * 36% chance to disease * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 22 lightning Changes stats: +6 Con Changes resistances: +9% mind / +12% light Changes damage: +6% light Talent granted: +5 Block Physical save: +12 (+3 eff.) Handheld deflection devices. |
![]() Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.5 - 35.7 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.5 - 52.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +228 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 26% chance to gain 10% of a turn (3/turn limit) Changes resistances: +24% lightning / +14% temporal / +12% mind Talent granted: +4 Block Physical save: +10 (+2 eff.) Mental save: +3 (+1 eff.) Silence immunity: +5% Confusion immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Handheld deflection devices. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 On weapon hit: * 16% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 5 acid Damage when hit (Melee): 14 acid Changes resistances: +15% fire Talent granted: +3 Block Handheld deflection devices. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +84 On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +12 acid When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +22% fire Changes damage: +18% physical Talent granted: +3 Block Critical mult.: +6.00% Healing mod.: +15% Handheld deflection devices. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +149 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +18 fire When wielded/worn: Armour: +17 Armour Hardiness: +8% Defense: +13 (+4 eff.) Ranged Defense: +13 (+4 eff.) Fatigue: +14% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 29 fire Changes stats: +2 Str Changes resistances: +22% acid / +17% physical / +6% cold / +18% fire Talent granted: +4 Block Mental save: +9 (+3 eff.) Blindness immunity: +5% Handheld deflection devices. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 42.5 - 51.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +139 Damage (Melee): +16 mind / +8 blight When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * 13% chance to cause random gloom Effects when hit in melee: * 25% chance to cause random gloom Changes resistances: +27% lightning / +27% cold Changes resistances penetration: +10% blight Talent granted: +4 Block Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Handheld deflection devices. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +150 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Changes stats: +2 Cun / +4 Str Changes resistances: +11% nature Changes damage: +6% nature Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Changes stats: +3 Cun / +5 Str Changes resistances penetration: +10% fire Critical mult.: +10.00% Hate when firing a critical mind attack: +4.00 Mental crit. chance: +2% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 2.6 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 fire Changes stats: +4 Str Changes resistances: +12% light / +6% fire Changes damage: +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +10 Wil Changes damage: +5% mind Critical mult.: +10.00% Psi when hit: +0.08 Mental crit. chance: +1% Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +14 Changes resistances: +24% acid / +6% cold / +6% darkness Disease immunity: +10% Light radius: +7 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +13 Physical crit. chance: +4.0% Changes resistances penetration: +11% all Life regen: +0.60 Only die when reaching: -60.00 life Maximum life: +100.00 Light radius: +5 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +12 Changes stats: +10 Dex / +3 Con Changes resistances penetration: +25% physical Mental save: +10 (+4 eff.) Light radius: +3 See stealth: +17 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% fire Grants telepathy: Humanoid/Orc Hate when firing a critical mind attack: +2.00 Maximum life: +42.00 Mindpower: +2 (+1 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun Blindness immunity: +26% Confusion immunity: +17% Psi when hit: +0.12 Maximum hate: +8.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +7% Light radius: +7 See stealth: +11 See invisible: +10 Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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 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. |
![]() 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. |
![]() 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 122 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 248.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 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. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 62.0 - 74.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +8 Crit. chance: +25.0% Capacity: 23 On weapon crit: * cripple the target Damage (Ranged): +34 insidious poison When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 45.5 - 54.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 53 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% * 10% chance to create an air burst Travel speed: +200% Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +7 Cun Changes damage: +9% acid / +9% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +12 (+4 eff.) It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 50), putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +9% light / +6% cold Talents cooldown: Lay Web (-2 turns) Rushing Claws (-1 turn) Talents granted: +6 Lay Web +3 Rushing Claws Blindness immunity: +15% Stun/Freeze immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 65 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Str Changes resistances: +3% blight Maximum wards: +2 acid / +3 nature / +3 light Changes damage: +15% blight Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +3 Rushing Claws It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +12 Changes resistances penetration: +25% acid Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web Physical save: +30 (+7 eff.) Life regen: +1.00 Maximum stamina: +20.00 It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) 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 Pepe Goes To Zigur the Krog Bulwark level 34
65th Dusk 123rd year of Ascendancy at 07:32 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
1st Time of Equilibrium 124th year of Ascendancy at 03:16 see stats
By Pepe Goes To Zigur the Krog Bulwark level 34
61st Dusk 123rd year of Ascendancy at 12:38 see stats
By Pepe Goes To Zigur the Krog Bulwark level 20
19th Regrowth 123rd year of Ascendancy at 13:22 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
74th Dusk 124th year of Ascendancy at 02:50 see stats
By Pepe Goes To Zigur the Krog Bulwark level 47
44th Dusk 124th year of Ascendancy at 16:44 see stats
By Pepe Goes To Zigur the Krog Bulwark level 38
21st Haze 123rd year of Ascendancy at 20:11 see stats
By Pepe Goes To Zigur the Krog Bulwark level 9
23rd Dusk 122nd year of Ascendancy at 10:03 see stats
By Pepe Goes To Zigur the Krog Bulwark level 37
17th Haze 123rd year of Ascendancy at 02:06 see stats
By Pepe Goes To Zigur the Krog Bulwark level 32
53rd Dusk 123rd year of Ascendancy at 11:44 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
33rd Regrowth 125th year of Ascendancy at 03:18 see stats
By Pepe Goes To Zigur the Krog Bulwark level 22
42nd Regrowth 123rd year of Ascendancy at 11:10 see stats
By Pepe Goes To Zigur the Krog Bulwark level 28
8th Pyre 123rd year of Ascendancy at 23:49 see stats
By Pepe Goes To Zigur the Krog Bulwark level 35
70th Dusk 123rd year of Ascendancy at 20:40 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
45th Haze 124th year of Ascendancy at 05:59 see stats
By Pepe Goes To Zigur the Krog Bulwark level 30
9th Dusk 123rd year of Ascendancy at 00:56 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
74th Dusk 124th year of Ascendancy at 11:22 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
68th Dusk 124th year of Ascendancy at 08:10 see stats
By Pepe Goes To Zigur the Krog Bulwark level 10
30th Dusk 122nd year of Ascendancy at 17:25 see stats
By Pepe Goes To Zigur the Krog Bulwark level 20
9th Regrowth 123rd year of Ascendancy at 15:16 see stats
By Pepe Goes To Zigur the Krog Bulwark level 30
7th Dusk 123rd year of Ascendancy at 15:43 see stats
By Pepe Goes To Zigur the Krog Bulwark level 40
68th Haze 123rd year of Ascendancy at 12:01 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
59th Dusk 124th year of Ascendancy at 06:27 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
43rd Haze 124th year of Ascendancy at 10:43 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
28th Regrowth 125th year of Ascendancy at 16:34 see stats
By Pepe Goes To Zigur the Krog Bulwark level 17
76th Dusk 122nd year of Ascendancy at 03:29 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
33rd Regrowth 125th year of Ascendancy at 03:16 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
70th Dusk 124th year of Ascendancy at 04:06 see stats
By Pepe Goes To Zigur the Krog Bulwark level 43
38th Regrowth 124th year of Ascendancy at 12:46 see stats
By Pepe Goes To Zigur the Krog Bulwark level 32
53rd Dusk 123rd year of Ascendancy at 03:38 see stats
By Pepe Goes To Zigur the Krog Bulwark level 22
41st Regrowth 123rd year of Ascendancy at 16:13 see stats
By Pepe Goes To Zigur the Krog Bulwark level 37
17th Haze 123rd year of Ascendancy at 12:06 see stats
By Pepe Goes To Zigur the Krog Bulwark level 9
29th Dusk 122nd year of Ascendancy at 00:23 see stats
By Pepe Goes To Zigur the Krog Bulwark level 50
43rd Haze 124th year of Ascendancy at 19:05 see stats
By Pepe Goes To Zigur the Krog Bulwark level 46
18th Dusk 124th year of Ascendancy at 15:07 see stats
By Pepe Goes To Zigur the Krog Bulwark level 39
64th Haze 123rd year of Ascendancy at 04:07 see stats
By Pepe Goes To Zigur the Krog Bulwark level 21
36th Regrowth 123rd year of Ascendancy at 20:46 see stats
By Pepe Goes To Zigur the Krog Bulwark level 14
48th Dusk 122nd year of Ascendancy at 12:17 see stats
By Pepe Goes To Zigur the Krog Bulwark level 33
60th Dusk 123rd year of Ascendancy at 13:56 see stats
Log
You gain 8.15 gold from the transmogrification of truestriking voratun waraxe of daylight (41-57.4 power, 6 apr).
You gain 9.90 gold from the transmogrification of insidious voratun waraxe of evisceration (39.5-55.3 power, 6 apr).
You gain 3.50 gold from the transmogrification of chilling voratun waraxe of massacre (55.5-77.7 power, 6 apr).
You gain 5.76 gold from the transmogrification of dragonbone starstaff of protection (30-36 power, 6 apr, physical element).
You gain 5.74 gold from the transmogrification of steady drakeskin leather sling of recursion.
You gain 7.90 gold from the transmogrification of mighty drakeskin leather sling of cunning (+7).
You gain 5.25 gold from the transmogrification of mighty drakeskin leather sling.
You gain 6.87 gold from the transmogrification of living mindstar of venom (18-19.8 power, 40 apr, mind damage).
You gain 1.95 gold from the transmogrification of voratun mace of massacre (56-78.4 power, 6 apr).
You gain 7.22 gold from the transmogrification of balanced voratun mace of dampening (45.5-63.7 power, 6 apr).
You gain 9.87 gold from the transmogrification of plaguebringer's voratun longsword of corruption (41.5-58.1 power, 6 apr).
You gain 15.00 gold from the transmogrification of Butcher (48-67.2 power, 12 apr).
You gain 25.00 gold from the transmogrification of Arcstoker.
You gain 9.42 gold from the transmogrification of quick voratun battleaxe of daylight (58.5-87.75 power, 4 apr).
You gain 16.51 gold from the transmogrification of warmaker's voratun amulet of soulsearing.
You gain 1.84 gold from the transmogrification of voratun amulet of mastery (0.33 Cunning / Dirty fighting).
You gain 9.35 gold from the transmogrification of voratun amulet of manastreaming.
You gain 3.20 gold from the transmogrification of invisibility rune (power 12 for 12 turns).
You gain 2.12 gold from the transmogrification of heat beam rune (253 fire damage).
You gain 2.76 gold from the transmogrification of acid wave rune of the titan (384 acid damage; disarm 5 turns with power 68).
You gain 3.40 gold from the transmogrification of insidious poison infusion of the warrior (107 nature damage, 62% healing reduction).
You gain 1.23 gold from the transmogrification of healing infusion of the warrior (heal 536).
You gain 1.25 gold from the transmogrification of healing infusion of the psychic (heal 283).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Pepe Goes To Zigur deactivates Antimagic Shield.
Pepe Goes To Zigur deactivates Daunting Presence.
Pepe Goes To Zigur deactivates Precise Strikes.
Pepe Goes To Zigur deactivates Shield Wall.