











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.3Official 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.
Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Bulwark |
Level / Exp | 50 / 3092% |
Size | huge |
Lifes / Deaths | Killed by Elandar at level 50 on the 37th Dusk 124th year of Ascendancy at 09:56 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 160 (base 60) |
Dexterity | 99 (base 60) |
Constitution | 100 (base 60) |
Magic | 20 (base 9) |
Willpower | 103 (base 35) |
Cunning | 62 (base 10) |
Resources
Life | 2799/2799 |
Stamina | 470/470 |
Equilibrium | 30 |
Healing Factor | 2.1999965160857 |
Regeneration | 193.98766261852 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 7.160696125856 |
See Stealth | 36.889385242605 |
See Invisible | 36.889385242605 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 169 |
Accuracy | 78 |
Crit Chance | 71% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8.25 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Cold | +21% |
Light | +15% |
Nature | +34% |
Blight | +15% |
Physical | +25% |
Fire | +21% |
All | +9% |
Offense: Damage Penetration
Blight | +10% |
Physical | +50% |
Nature | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 199.77472395944 (96.438666929426%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 85 |
Spell Save | 79 |
Mental Save | 64 |
Defense: Resistances
Acid | + 41%( 74%) |
Blight | + 74%( 74%) |
Arcane | + 42%( 74%) |
Cold | + 74%( 74%) |
All | + 22%( 74%) |
Physical | + 33%( 74%) |
Lightning | + 30%( 74%) |
Light | + 67%( 74%) |
Temporal | + 27%( 74%) |
Mind | + 57%( 74%) |
Darkness | + 56%( 74%) |
Fire | + 74%( 74%) |
Nature | + 56%( 74%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 24% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 800 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 392 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1185% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shield Wall |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost tinker from death by thought-forged bowman. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4675. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +11 (+2 eff.) Armour: +5 Fatigue: -5% Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Wil Changes resistances: +6% nature / +6% temporal Changes resistances penetration: +30% physical Changes damage: +12% fire Maximum encumbrance: +50 Physical save: +13 (+3 eff.) Life regen: +11.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +15 (+3 eff.) Damage when hit (Melee): 6 cold / 6 arcane / 14 physical Changes stats: +12 Con Changes resistances: +25% blight Critical mult.: +20.00% Life regen: +26.00 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 mind Changes stats: +10 Str / +7 Wil / +5 Cun Changes resistances: +15% blight / +28% nature / +9% darkness Changes damage: +9% physical Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Maximum life: +90.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Healing mod.: +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. 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 177.67 arcane damage and stunned) Activation costs 100 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 | ![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 64% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 36 Damage (Melee): 23 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 36 Damage (Ranged): 17 physical Changes stats: +1 Mag / +7 Wil / +7 Cun Changes resistances penetration: +10% blight Changes damage: +6% blight Spell save: +3 (+1 eff.) Mental save: +14 (+4 eff.) Life regen: +10.00 Mana each turn: +0.16 Hate when firing a critical mind attack: +2.00 Maximum life: +84.00 Maximum hate: +12.00 Spellpower: +20 (+2 eff.) Healing mod.: +14% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +9 Str / +10 Con Life regen: +17.00 Maximum life: +89.00 Healing mod.: +20% Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 2 blight Changes stats: +5 Str / +2 Wil Changes resistances: +20% mind Changes resistances cap: +4% all Physical save: +49 (+10 eff.) Spell save: +24 (+5 eff.) Mental save: +22 (+6 eff.) Confusion immunity: +50% Infravision radius: +3 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 cold When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +11 Physical crit. chance: +17.0% Physical power: +10 (+2 eff.) Changes stats: +10 Str Changes resistances: +6% light Changes damage: +12% cold / +6% light / +7% physical Critical mult.: +31.00% One-handed war axes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +19 Defense: +14 (+3 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +9% acid / +12% light / +3% darkness / +26% cold / +24% fire / +9% nature / +10% lightning Physical save: +20 (+4 eff.) Poison immunity: +24% Maximum stamina: +20.00 Mental crit. chance: +14% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 35 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 On weapon hit: * Deal physical damage equal to your armor (200) Damage (Melee): +14 physical When wielded/worn: Armour: +13 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +14% physical Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +71 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: +8 (+2 eff.) Armour penetration: +11 Armour: +23 Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +7 Dex / +5 Cun / +3 Con Changes resistances: +25% light / +12% darkness / +25% fire / +6% arcane / +58% cold Changes resistances penetration: +20% physical Stealth bonus: +15 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: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 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 16 Armour, 23 Defense and your attacks will gain 30% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. 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. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 and magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random mental effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +18 Effects on melee hit: * 24 arcane resource burn Changes stats: +6 Wil Changes resistances: +27% fire / +60% light / +56% darkness Changes damage: +6% cold Critical mult.: +20.00% Mental save: +13 (+4 eff.) Blindness immunity: +95% Confusion immunity: +25% Mindpower: +15 (+3 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +41 (+8 eff.) Armour: +6 Changes stats: +4 Str Changes resistances: +4% physical / +30% light / +30% darkness Changes damage: +41% blight / +30% cold Blindness immunity: +50% Only die when reaching: -108.22 life Maximum stamina: +40.58 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 4 mind Changes resistances: +18% temporal Changes damage: +18% light Critical mult.: +20.00% Pinning immunity: +37% Knockback immunity: +38% Equilibrium when hit: +0.20 Psi when hit: +0.08 Light radius: +3 Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 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 3 When wielded/worn: Effects on melee hit: * 23% chance to slow global speed by 64% * 23% chance to reduce damage dealt by 29% Damage when hit (Melee): 4 darkness Changes resistances: +18% mind Physical save: +12 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +14 (+4 eff.) Disease immunity: +23% Disarm immunity: +23% Maximum life: +100.00 Healing mod.: +23% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 13 fire Changes stats: +4 Str / +12 Dex / +8 Mag / +10 Con Changes resistances: +40% acid / +7% arcane Changes damage: +20% acid / +12% mind Reduces incoming crit damage: 20.18% Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +8 Wil Changes resistances: +24% acid Changes damage: +15% arcane / +18% lightning Physical save: +12 (+2 eff.) Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Life regen: +4.21 Maximum life: +36.00 Maximum psi: +30.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
![]() 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 (+2 eff.) Mental save: +10 (+3 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 category bonus: +0.30 Technique 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 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +6 Str / +6 Con Life regen: +11.00 Maximum life: +56.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +12.00 Maximum life: +69.00 Healing mod.: +17% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Defense: +40 (+10 eff.) Damage when hit (Melee): 12 blight Changes stats: +9 Str / +6 Dex Changes damage: +21% arcane Disarm immunity: +42% Pinning immunity: +50% Knockback immunity: +49% Only die when reaching: -100.00 life Maximum life: +46.00 Rings make your fingers look great! |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +35 (+7 eff.) Defense: +35 (+8 eff.) Changes stats: +4 Wil Changes resistances: +24% lightning / +15% temporal / +9% nature Changes damage: +12% cold Critical mult.: +25.00% Maximum life: +80.00 Healing mod.: +25% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+6 eff.) Changes stats: +21 Str / +5 Dex / +3 Con Changes damage: +6% blight / +13% physical / +6% light Critical mult.: +21.07% Reduces incoming crit damage: 15.80% Spell save: +6 (+2 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +16% Living When wielded/worn: Defense: +41 (+10 eff.) Changes resistances penetration: +34% blight Changes damage: +36% blight Cut immunity: +27% Confusion immunity: +27% Life regen: +5.44 Only die when reaching: -108.81 life Healing mod.: +27% Blunt and deadly. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 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: +2.0% proc dam (max 200%) 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 (+4 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 Activation costs 200 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 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 21% chance to reduce armor by 14% Damage (radius 1) on hit: +8 blight / +21 acid When wielded/worn: Armour penetration: +10 Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 10 acid Changes stats: +2 Dex / +2 Con Changes resistances penetration: +10% blight Critical mult.: +33.00% Light radius: +2 See invisible: +9 One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 blight / +12 fire Damage (radius 2) on crit: +12 fire When wielded/worn: Changes stats: +9 Str / +13 Dex / +13 Mag / +27 Wil / +15 Cun / +26 Con Changes resistances: +3% blight / +2% physical Changes resistances penetration: +20% blight Maximum life: +110.00 See invisible: +3 Healing mod.: +15% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 29% Damage (Melee): +20 nature Damage (radius 2) on crit: +34 acid / +44 cold / +45 nature / +45 lightning When wielded/worn: Armour penetration: +15 Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +3 Mag Changes resistances penetration: +25% acid / +23% nature / +23% cold / +10% arcane / +25% lightning Changes damage: +6% blight Mana each turn: +0.12 Movement speed: +48% One-handed war axes. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +4 light Damage (radius 2) on crit: +39 fire When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Physical crit. chance: +9.0% Defense: +12 (+3 eff.) Changes resistances: +3% lightning / +3% physical / +6% cold / +3% mind / +3% acid Changes resistances penetration: +20% fire Critical mult.: +27.00% Disease immunity: +10% Cut immunity: +20% Disarm immunity: +36% Life regen: +4.00 Global speed: +9% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 arcane / +20 darkness / +16 light Damage against: +20% Living When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Armour: +6 Changes stats: +12 Str / +12 Dex / +13 Mag / +13 Wil / +13 Cun / +16 Con Critical mult.: +34.00% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Armour penetration: +1 Physical crit. chance: +11.0% Changes stats: +13 Str / +9 Dex / +13 Mag / +11 Wil / +12 Cun / +13 Con Critical mult.: +15.00% Poison immunity: +26% Only die when reaching: -40.00 life One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 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 36% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Defense: +23 (+5 eff.) Changes stats: +6 Dex / +8 Cun / +10 Lck Changes resistances: +14% acid / +3% nature / +20% blight Changes damage: +18% acid Critical mult.: +15.00% Trap disarming bonus: +24 Stealth bonus: +28 Mindpower: +25 (+6 eff.) Light radius: +4 Infravision radius: +6 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +3 (+0 eff.) Damage when hit (Melee): 8 acid Changes stats: +7 Str / +6 Dex / +4 Wil / +6 Con Changes resistances: +25% darkness Changes resistances penetration: +20% darkness Changes damage: +21% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +10.00% Stealth bonus: +22 Spell save: +11 (+3 eff.) Mental save: +27 (+7 eff.) Disarm immunity: +20% Stamina each turn: +1.30 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +16 (+4 eff.) Effects on melee hit: * 26% chance to reduce damage dealt by 29% Damage when hit (Melee): 4 cold Changes stats: +5 Cun / +6 Dex Changes resistances: +6% light / +12% darkness Changes damage: +9% darkness Physical save: +29 (+6 eff.) Mental save: +13 (+4 eff.) Only die when reaching: -50.00 life Light radius: +4 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. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Defense: +3 (+0 eff.) Fatigue: -6% Changes stats: +5 Str / +7 Dex / +1 Mag / +2 Cun / +4 Con Changes resistances: +20% nature / +18% blight Talent mastery: +0.40 Technique / Combat training Spell save: +15 (+3 eff.) Life regen: +9.00 Stamina each turn: +1.50 Mental crit. chance: +4% Healing mod.: +18% 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 5 When wielded/worn: Armour: +10 Defense: +18 (+4 eff.) Changes resistances: +20% nature / +19% blight Physical save: +25 (+5 eff.) Spell save: +22 (+5 eff.) Mental save: +24 (+6 eff.) Life regen: +10.00 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +7 Fatigue: +5% Damage (Melee): 14 nature Effects when hit in melee: * 32 arcane resource burn Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances: +12% blight / +9% fire / +10% nature Changes resistances penetration: +10% cold Changes damage: +8% nature / +12% darkness Talent mastery: +0.20 Technique / Grappling Physical save: +6 (+1 eff.) Spell save: +42 (+9 eff.) Disarm immunity: +49% Pinning immunity: +20% Life regen: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +5 Str / +5 Dex / +4 Cun Changes resistances: +6% lightning / +9% cold / +15% darkness Changes resistances penetration: +20% lightning Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+3 eff.) Mental save: +27 (+7 eff.) Life regen: +5.20 Stamina each turn: +1.30 Psi each turn: +0.40 Maximum life: +156.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Damage (Melee): 13 mind Changes stats: +10 Str / +19 Dex / +25 Cun Changes resistances: +10% mind / +6% arcane Changes damage: +10% mind Talent cooldown: Double Strike (-2 turns) Physical save: +28 (+6 eff.) Light radius: +4 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 13 mind / 13 nature Changes stats: +10 Wil Changes resistances: +14% blight / +18% cold Changes damage: +30% mind Mental save: +15 (+4 eff.) Silence immunity: +26% Teleport immunity: +26% Life regen: +5.26 Healing mod.: +26% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Armour: +5 Defense: +20 (+5 eff.) Fatigue: +5% Changes stats: +12 Str / +8 Dex Changes resistances: +15% lightning Changes resistances penetration: +25% lightning / +25% darkness Critical mult.: +25.00% Maximum stamina: +39.46 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 979.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +5 Wil / +6 Cun Changes resistances: +12% mind / +13% cold Changes damage: +21% mind Allows you to breathe in: water Mental save: +18 (+5 eff.) Confusion immunity: +33% Hate when firing a critical mind attack: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +16 Fatigue: +22% Effects on melee hit: * 26% chance to reduce all saves and defense by 36 Changes stats: +5 Cun / +4 Str Changes resistances: +18% blight / +18% fire / +24% darkness Physical save: +23 (+5 eff.) Life regen: +11.00 Stamina each turn: +3.88 Maximum life: +67.00 Healing mod.: +20% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +12% cold Changes resistances penetration: +34% blight Changes damage: +27% lightning / +15% cold Critical mult.: +25.00% Mana each turn: +0.28 Mana when firing critical spell: +2.72 Maximum life: +42.00 Maximum mana: +120.00 Spell crit. chance: +7% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Fatigue: +22% Changes resistances: +13% lightning / +12% temporal / +12% darkness / +15% fire / +8% acid / +15% physical / +15% blight / +15% cold / +12% mind Changes resistances penetration: +20% darkness Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Poison immunity: +20% Disarm immunity: +35% Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: +15% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +14 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 2 arcane Changes stats: +4 Cun / +6 Wil Changes resistances: +29% blight / +28% darkness / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +12% lightning / +9% arcane Mental save: +25 (+7 eff.) Life regen: +10.00 Maximum life: +57.00 Light radius: +2 Healing mod.: +18% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +30 (+7 eff.) Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 4 mind / 8 fire Changes stats: +9 Cun Changes resistances: +10% mind / +10% physical Changes damage: +12% nature / +9% fire Physical save: +25 (+5 eff.) Mental save: +68 (+17 eff.) A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 48 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.0 - 87.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +5.0% Block value: +186 On weapon hit: * 21% chance to reduce all saves and defense by 36 Damage (Melee): +30 physical When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +6 Wil Changes resistances: +20% physical Changes damage: +27% mind Talent granted: +1 Block Blindness immunity: +21% Teleport immunity: +21% Life regen: +4.18 Maximum life: +104.40 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+5 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() Requires: - Shield usage training - Strength 48 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: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +264 Damage (Melee): +27 physical / +30 cold When wielded/worn: Armour: +23 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 318 physical damage over 5 turns (1/turn) * Deals 209 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +10 Wil Changes resistances: +18% mind / +19% physical / +3% nature / +20% cold Talent granted: +1 Block Maximum life: +40.00 Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces 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: 53.5 - 64.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 lightning / +26 physical Damage (radius 2) on crit: +32 light / +30 fire When wielded/worn: Physical crit. chance: +15.0% Physical power: +13 (+2 eff.) Armour: +8 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes stats: +1 Str / +8 Dex / +5 Wil / +2 Cun Changes resistances: +9% lightning / +13% fire / +13% light / +18% physical Changes damage: +6% lightning / +3% arcane Talent granted: +1 Block Slows Projectiles: +28% Bonus block near projectiles: +90 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 88.5 - 106.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 When wielded/worn: Armour penetration: +5 Armour: +28 Fatigue: +8% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +12 Str Changes resistances: +17% blight / +17% nature / +12% lightning Talent granted: +1 Block Poison immunity: +27% Life regen: +5.41 Maximum stamina: +40.58 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +280 Damage (Melee): +8 cold When wielded/worn: Armour: +20 Fatigue: +8% Effects on melee hit: * 21 arcane resource burn Changes resistances: +12% acid / +21% fire / +6% darkness Changes damage: +9% mind Talent granted: +1 Block Spell save: +6 (+2 eff.) Mental save: +18 (+5 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.12 Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +16 Defense: +20 (+5 eff.) Fatigue: -6% Changes stats: +5 Str Changes resistances penetration: +10% physical Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +15% light Changes damage: +21% arcane / +12% darkness Physical save: +24 (+5 eff.) Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +4.00 Maximum life: +120.00 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 lightning Changes stats: +10 Str / +7 Wil / +7 Con Changes resistances: +9% lightning Critical mult.: +20.00% Light radius: +8 Infravision radius: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(152 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 307/400. 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. |
![]() 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to reduce all saves and defense by 36 * 24% chance to slow global speed by 64% * 24% chance to reduce damage dealt by 29% Damage when hit (Melee): 6 darkness Changes resistances: +9% darkness Changes damage: +24% darkness / +33% mind It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +25 (+6 eff.) Changes stats: +4 Str Changes resistances penetration: +25% physical Changes damage: +6% acid Critical mult.: +15.00% It can be used to sting an enemy dealing 718 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 5 Changes resistances penetration: +34% mind / +25% cold Changes damage: +12% lightning / +15% mind Critical mult.: +26.91% Mental save: +18 (+5 eff.) Mindpower: +40 (+10 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 554 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light 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 Little Steps the Krog Bulwark level 40
8th Flare 123rd year of Ascendancy at 19:51 see stats
By Little Steps the Krog Bulwark level 29
48th Regrowth 123rd year of Ascendancy at 12:38 see stats
By Little Steps the Krog Bulwark level 40
7th Flare 123rd year of Ascendancy at 05:32 see stats
By Little Steps the Krog Bulwark level 35
30th Pyre 123rd year of Ascendancy at 00:15 see stats
By Little Steps the Krog Bulwark level 50
76th Haze 123rd year of Ascendancy at 14:45 see stats
By Little Steps the Krog Bulwark level 46
22nd Haze 123rd year of Ascendancy at 10:57 see stats
By Little Steps the Krog Bulwark level 43
31st Dusk 123rd year of Ascendancy at 03:48 see stats
By Little Steps the Krog Bulwark level 17
8th Decay 122nd year of Ascendancy at 16:21 see stats
By Little Steps the Krog Bulwark level 36
56th Pyre 123rd year of Ascendancy at 19:06 see stats
By Little Steps the Krog Bulwark level 10
76th Dusk 122nd year of Ascendancy at 08:23 see stats
By Little Steps the Krog Bulwark level 50
7th Flare 124th year of Ascendancy at 04:21 see stats
By Little Steps the Krog Bulwark level 50
2nd Pyre 124th year of Ascendancy at 01:35 see stats
By Little Steps the Krog Bulwark level 42
27th Dusk 123rd year of Ascendancy at 09:53 see stats
By Little Steps the Krog Bulwark level 37
74th Pyre 123rd year of Ascendancy at 12:29 see stats
By Little Steps the Krog Bulwark level 30
62nd Regrowth 123rd year of Ascendancy at 09:59 see stats
By Little Steps the Krog Bulwark level 50
37th Dusk 124th year of Ascendancy at 12:01 see stats
By Little Steps the Krog Bulwark level 22
8th Allure 123rd year of Ascendancy at 01:17 see stats
By Little Steps the Krog Bulwark level 47
34th Haze 123rd year of Ascendancy at 15:42 see stats
By Little Steps the Krog Bulwark level 33
76th Regrowth 123rd year of Ascendancy at 05:24 see stats
By Little Steps the Krog Bulwark level 50
27th Dusk 124th year of Ascendancy at 21:44 see stats
By Little Steps the Krog Bulwark level 50
59th Pyre 124th year of Ascendancy at 13:00 see stats
By Little Steps the Krog Bulwark level 29
48th Regrowth 123rd year of Ascendancy at 11:39 see stats
By Little Steps the Krog Bulwark level 50
6th Flare 124th year of Ascendancy at 05:30 see stats
By Little Steps the Krog Bulwark level 10
76th Dusk 122nd year of Ascendancy at 08:21 see stats
By Little Steps the Krog Bulwark level 20
1st Wintertide 123rd year of Ascendancy at 23:35 see stats
By Little Steps the Krog Bulwark level 30
56th Regrowth 123rd year of Ascendancy at 14:11 see stats
By Little Steps the Krog Bulwark level 40
6th Flare 123rd year of Ascendancy at 01:03 see stats
By Little Steps the Krog Bulwark level 50
75th Haze 123rd year of Ascendancy at 20:40 see stats
By Little Steps the Krog Bulwark level 50
13rd Dusk 124th year of Ascendancy at 08:07 see stats
By Little Steps the Krog Bulwark level 50
28th Pyre 124th year of Ascendancy at 11:10 see stats
By Little Steps the Krog Bulwark level 23
10th Regrowth 123rd year of Ascendancy at 09:30 see stats
By Little Steps the Krog Bulwark level 41
26th Dusk 123rd year of Ascendancy at 04:55 see stats
By Little Steps the Krog Bulwark level 32
75th Regrowth 123rd year of Ascendancy at 19:27 see stats
By Little Steps the Krog Bulwark level 42
27th Dusk 123rd year of Ascendancy at 15:35 see stats
By Little Steps the Krog Bulwark level 50
37th Dusk 124th year of Ascendancy at 11:59 see stats
By Little Steps the Krog Bulwark level 29
48th Regrowth 123rd year of Ascendancy at 12:38 see stats
By Little Steps the Krog Bulwark level 9
3rd Mirth 122nd year of Ascendancy at 18:22 see stats
By Little Steps the Krog Bulwark level 29
48th Regrowth 123rd year of Ascendancy at 12:38 see stats
By Little Steps the Krog Bulwark level 37
77th Pyre 123rd year of Ascendancy at 08:24 see stats
By Little Steps the Krog Bulwark level 50
8th Pyre 124th year of Ascendancy at 05:50 see stats
By Little Steps the Krog Bulwark level 50
27th Pyre 124th year of Ascendancy at 06:28 see stats
By Little Steps the Krog Bulwark level 44
7th Haze 123rd year of Ascendancy at 13:09 see stats
By Little Steps the Krog Bulwark level 37
76th Pyre 123rd year of Ascendancy at 12:53 see stats
By Little Steps the Krog Bulwark level 22
9th Allure 123rd year of Ascendancy at 07:25 see stats
By Little Steps the Krog Bulwark level 15
52nd Haze 122nd year of Ascendancy at 13:29 see stats
By Little Steps the Krog Bulwark level 50
37th Dusk 124th year of Ascendancy at 09:56 see stats
By Little Steps the Krog Bulwark level 39
5th Flare 123rd year of Ascendancy at 10:31 see stats
Log
Today is the 40th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 15:51.
Little Steps picks up ( .): Petrified Wood.
Little Steps picks up ( .): Crystal Heart.
Little Steps picks up ( .): Telos's Staff Crystal.
There is nothing to pick up here.
Little Steps drops on the floor: Crystal Heart.
Little Steps drops on the floor: Petrified Wood.
You transfer Telos's Staff Crystal to the online item's vault.
Saving done.
Saving game...
Saving done.