Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 50 / 470% |
| Size | medium |
| Lifes / Deaths | Killed by orc archer at level 26 on the 23rd Shortage 122nd year of Ascendancy at 08:59 0 / 9Killed by Ivavea the orc summoner at level 41 on the 4th Wealth 123rd year of Ascendancy at 08:00 Killed by orc berserker at level 41 on the 15th Wealth 123rd year of Ascendancy at 04:15 Killed by Atamathon the Giant Golem at level 50 on the 22nd Loss 123rd year of Ascendancy at 07:30 Killed by Atamathon the Giant Golem at level 50 on the 22nd Loss 123rd year of Ascendancy at 08:44 Killed by Atamathon the Giant Golem at level 50 on the 22nd Loss 123rd year of Ascendancy at 10:32 Killed by Atamathon the Giant Golem at level 50 on the 22nd Loss 123rd year of Ascendancy at 12:24 Killed by Atamathon the Giant Golem at level 50 on the 22nd Loss 123rd year of Ascendancy at 13:37 Killed by Atamathon the Giant Golem at level 50 on the 22nd Loss 123rd year of Ascendancy at 13:43 |
Primary Stats
| Strength | 109 (base 62) |
| Dexterity | 44 (base 28) |
| Constitution | 80 (base 43) |
| Magic | 85 (base 62) |
| Willpower | 66 (base 16) |
| Cunning | 51 (base 33) |
Resources
| Life | -149/1726 |
| Positive | 0/197 |
| Stamina | 427/427 |
| Healing Factor | 1.16 |
| Regeneration | 5.2110378168102 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 205 |
| Accuracy | 65 |
| Crit Chance | 35% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50.333333333333 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42.2 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 61.4 (100%) |
| Defense | 46.833333333333 |
| Ranged Defense | 50.833333333333 |
| Fatigue | 26 |
| Physical Save | 76.5875 |
| Spell Save | 70.1375 |
| Mental Save | 56.05 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 70% |
| Disarm Resistance | 33% |
| Knockback Resistance | 32% |
| Instadeath Resistance | 100% |
| Blind Resistance | 69% |
Inscriptions (4/4)
| 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 783 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 525 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 563% 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. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.54 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Radiance | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | The target is on fire, taking 34.14 fire damage per turn. Burning |
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 |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by grave wight. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton mage. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the temporal explorer from death by skeleton master archer. Escort: temporal explorer (level 7 of Dreadfell) | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress 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: 1268. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | traveler's pair of dwarven-steel boots of rushing (0 def, 4 armour) traveler's pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +4 Str / +3 Con Maximum encumbrance: +23 Physical save: +7 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.1 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
| Light source | dwarven lantern of the moons dwarven lantern of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +11% light Changes damage: +10% darkness Damage affinity(heal): +5% darkness Light radius: +4 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 170.57 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
| On head | Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. Press to compare |
| On hands | heroic voratun gauntlets of dispersion (0 def, 8 armour) heroic voratun gauntlets of dispersion (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Damage (Melee): 11 arcane Changes stats: +8 Wil / +7 Mag Changes resistances: +6% arcane Mental save: +9 (+3 eff.) Maximum life: +65.00 It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Tool | psionic stralite torque of psychoportation [power 43] (22/27 cooldown) psionic stralite torque of psychoportation [power 43] (22/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 43), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
| On fingers | Cyrolaith the voratun ring Cyrolaith the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +6% acid / +26% cold Changes resistances penetration: +5% acid Changes damage: +12% acid / +13% cold Life regen: +1.10 Maximum life: +71.00 Healing mod.: +16% Rings can have magical properties. Press to compare |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Press to compare |
| Around neck | Goma the Curenight Goma the CurenightInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 30% chance to blind * Slows global speed by 42% * 15% chance to inflict damage reduction Changes stats: +7 Str / +7 Dex / +8 Wil / +14 Lck Changes resistances: +3% light Changes resistances penetration: +5% nature / +5% darkness Talent mastery: +0.24 Celestial / Sun Reduce all damage from unseen attackers: 16% Amulets can have magical properties. Press to compare |
| In main hand | Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +7 Cun / +10 Wil Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% (cooling down: 18 turns) Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." Press to compare |
| Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con 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. Press to compare |
| In off hand | Obsidianbender (12 def, 3 armour, 79-94.8 power, 199 block) Obsidianbender (12 def, 3 armour, 79-94.8 power, 199 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 79.0 - 94.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +199 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +19 acid When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 15% chance to corrode armour Damage when hit (Melee): 16 blight Changes stats: +6 Con Changes resistances: +20% blight / +20% nature / +19% acid Changes damage: +3% darkness Talent granted: +5 Block Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+2 eff.) Infravision radius: +3 Damage Shield penetration: +20% Handheld deflection devices. Press to compare |
| Cloak | enveloping elven-silk cloak of fog (20 def, 0 armour) enveloping elven-silk cloak of fog (20 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +20 (+6 eff.) Changes resistances: +24% light / +16% fire Stealth bonus: +10 Physical save: +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Main armor | radiant voratun plate armour of the dragon (9 def, 16 armour) radiant voratun plate armour of the dragon (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 10 light Changes stats: +5 Str / +5 Wil / +4 Con Changes resistances: +11% acid / +10% physical / +23% darkness / +29% blight / +13% fire / +7% cold / +10% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +33% Stun/Freeze immunity: +32% Knockback immunity: +32% Light radius: +1 A suit of armour made of metal plates. Press to compare |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
regeneration infusion (heal 468 over 5 turns) regeneration infusion (heal 468 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. 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. Press to compare |
regeneration infusion of the psychic (heal 305 over 5 turns) regeneration infusion of the psychic (heal 305 over 5 turns)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 305 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
regeneration infusion of the sneak (heal 364 over 5 turns) regeneration infusion of the sneak (heal 364 over 5 turns)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the psychic (resist 19%; cure magical, physical) wild infusion of the psychic (resist 19%; cure magical, physical)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 magical or physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
heroism infusion (+6 for 10 turns, die at -319) heroism infusion (+6 for 10 turns, die at -319)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: 28 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 10 turns. While Heroism is active, you will only die when reaching -319 life. However, when below 0 you cannot see how much life you have left. 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. 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. |
movement infusion (300% speed; 5 turns) movement infusion (300% speed; 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% 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. 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. Press to compare |
movement infusion (345% speed; 5 turns) movement infusion (345% speed; 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 345% 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. 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. Press to compare |
phase door rune (range 5; power 15; dur 3) phase door rune (range 5; power 15; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 231 for 5 turns) shielding rune (absorb 231 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 231 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 377 for 5 turns) shielding rune of the warrior (absorb 377 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to create a protective shield absorbing at most 377 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 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. |
Rhador the copper amulet Rhador the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Changes resistances penetration: +10% mind Blindness immunity: +20% Amulets can have magical properties. Press to compare |
starlit copper amulet of dexterity (+2) starlit copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% light / +11% darkness Blindness immunity: +23% Amulets can have magical properties. Press to compare |
Dagedar the gold amulet Dagedar the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% temporal Changes damage: +3% blight Pinning immunity: +28% Knockback immunity: +25% Amulets can have magical properties. Press to compare |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 320 strength, based on Magic) for 5 turns, costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. Press to compare |
gold amulet of teleportation gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 35), putting all charms on cooldown for 14 turns. Amulets can have magical properties. Press to compare |
grounding gold amulet of perfection (0.15 Cunning / Survival,0.15 Technique / Combat training) grounding gold amulet of perfection (0.15 Cunning / Survival,0.15 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Talent masteries: +0.15 Cunning / Survival +0.15 Technique / Combat training Stun/Freeze immunity: +28% Amulets can have magical properties. Press to compare |
stabilizing gold amulet stabilizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% temporal Pinning immunity: +28% Knockback immunity: +31% Amulets can have magical properties. Press to compare |
savior's stralite amulet savior's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +13 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +14 (+4 eff.) Amulets can have magical properties. Press to compare |
savior's stralite amulet savior's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +10 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +16 (+4 eff.) Amulets can have magical properties. Press to compare |
stralite amulet 'Blastbloom' stralite amulet 'Blastbloom'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances: +15% lightning Changes resistances penetration: +10% lightning Changes damage: +3% mind Physical save: +22 (+5 eff.) Spell save: +22 (+5 eff.) Mental save: +19 (+5 eff.) Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. Press to compare |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. TarrolalegTarrolaleg Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Poison immunity: +15% Only die when reaching: -80.00 life Spellpower: +8 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. Press to compare |
painweaver's gold ring of sensing painweaver's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +6% all Blindness immunity: +25% Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Infravision radius: +4 See stealth: +10 See invisible: +10 Rings can have magical properties. Press to compare |
titan's gold ring of tenacity titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Disarm immunity: +22% Pinning immunity: +31% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. Press to compare |
pixie's voratun ring of warding pixie's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +4 Mag Changes resistances: +20% acid / +13% fire / +14% cold / +22% lightning Spellpower: +10 (+3 eff.) Rings can have magical properties. Press to compare |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)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: 180% 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 Wil / +10 Mag 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 (+14 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 176 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." Press to compare |
This item will automatically be transmogrified when you leave the level. thunderous steel greatmaul of crippling (28-42 power, 2 apr)thunderous steel greatmaul of crippling (28-42 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +9% lightning Massive two-handed mauls. Press to compare |
iron greatsword (15-24 power, 1 apr) iron greatsword (15-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. Press to compare |
elemental dwarven-steel longsword of massacre (31-43.4 power, 4 apr) elemental dwarven-steel longsword of massacre (31-43.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.0 - 43.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +7% acid / +9% fire / +10% cold / +8% lightning Sharp, long, and deadly. Press to compare |
thunderous dwarven-steel longsword of massacre (31.5-44.1 power, 4 apr) thunderous dwarven-steel longsword of massacre (31.5-44.1 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 6% chance to daze When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Sharp, long, and deadly. Press to compare |
iron mace (12.5-17.5 power, 2 apr) iron mace (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. Press to compare |
thunderous iron mace of projection (13.5-18.9 power, 2 apr) thunderous iron mace of projection (13.5-18.9 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 7% chance to daze Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +6% lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. Press to compare |
flaming iron waraxe (11-15.4 power, 2 apr) flaming iron waraxe (11-15.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire One-handed war axes. Press to compare |
flaming iron waraxe of massacre (16-22.4 power, 2 apr) flaming iron waraxe of massacre (16-22.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire One-handed war axes. Press to compare |
Coalmarrow the steel waraxe (13-18.2 power, 3 apr) Coalmarrow the steel waraxe (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature / +5 temporal Burst (radius 1) on hit: +8 darkness When wielded/worn: Damage when hit (Melee): 4 mind One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe (15-21 power, 3 apr)balanced steel waraxe (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +23% One-handed war axes. Press to compare |
voratun waraxe 'Salunn' (47-65.8 power, 6 apr) voratun waraxe 'Salunn' (47-65.8 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 47.0 - 65.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +4 physical When wielded/worn: Armour penetration: +2 Effects on melee hit: * 30% chance to corrode armour Changes resistances penetration: +5% physical / +11% mind / +13% darkness Only die when reaching: -20.00 life One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. steel dagger 'Anagund' (19.5-25.35 power, 6 apr)steel dagger 'Anagund' (19.5-25.35 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Fatigue: -2% Life regen: +0.60 Maximum stamina: +5.00 Spell crit. chance: +2% Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. Charwind the vined mindstar (4.5-4.95 power, 18 apr, mind damage)Charwind the vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Changes resistances: +11% lightning / +15% fire / +10% cold / +6% temporal Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. tundral pouch of steel shots of wind (15/15, 18.5-22.2 power, 2 apr)tundral pouch of steel shots of wind (15/15, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 15 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +12 cold Burst (radius 2) on crit: +7 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. shocking steel shield of radiance (6 def, 2 armour, 16.5-19.8 power, 41 block)shocking steel shield of radiance (6 def, 2 armour, 16.5-19.8 power, 41 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +41 On weapon hit: * 16% chance to daze Damage (Melee): +11 light When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 lightning Effects when hit in melee: * 14% chance to blind Damage when hit (Melee): 15 lightning Changes stats: +4 Con / +2 Mag Changes resistances: +12% light Talent granted: +2 Block Handheld deflection devices. Press to compare |
steel shield (6 def, 2 armour, 18.5-22.2 power, 37.5 block) steel shield (6 def, 2 armour, 18.5-22.2 power, 37.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +37 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. Press to compare |
shocking dwarven-steel shield of acid resistance (+18%) (8 def, 2 armour, 34.5-41.4 power, 80 block) shocking dwarven-steel shield of acid resistance (+18%) (8 def, 2 armour, 34.5-41.4 power, 80 block)Requires: - Strength 24 - Talent 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: 34.5 - 41.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +80 On weapon hit: * 13% chance to daze When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 6 lightning Damage when hit (Melee): 14 lightning Changes resistances: +18% acid Talent granted: +3 Block Handheld deflection devices. Press to compare |
Berorion (12 def, 7 armour, 72-86.4 power, 195 block) Berorion (12 def, 7 armour, 72-86.4 power, 195 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +195 Damage (Melee): +18 nature When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 17 nature Changes resistances: +13% acid / +12% lightning / +20% blight / +9% fire / +17% nature / +11% cold Talent granted: +5 Block Reduces incoming crit damage: 10.00% Physical save: +6 (+1 eff.) Silence immunity: +25% Pinning immunity: +10% Maximum life: +163.00 Handheld deflection devices. Press to compare |
icy voratun shield of crushing (12 def, 3 armour, 78.5-94.2 power, 206.5 block) icy voratun shield of crushing (12 def, 3 armour, 78.5-94.2 power, 206.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 78.5 - 94.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +206 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +19 cold When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+1 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 7 cold Damage when hit (Melee): 14 ice Talent granted: +5 Block Handheld deflection devices. Press to compare |
impervious voratun shield of earthen fury (12 def, 21 armour, 67-80.4 power, 287.5 block) impervious voratun shield of earthen fury (12 def, 21 armour, 67-80.4 power, 287.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +287 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +21 Armour Hardiness: +8% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +14% physical Talent granted: +5 Block Physical save: +9 (+2 eff.) Handheld deflection devices. Press to compare |
iron mail armour of fire resistance (2 def, 4 armour) iron mail armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% fire A suit of armour made of mail. Press to compare |
voratun plate armour 'Festerimmortal' (9 def, 16 armour) voratun plate armour 'Festerimmortal' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +25% acid / +3% nature / +3% darkness Changes damage: +15% nature A suit of armour made of metal plates. Press to compare |
Olekan the rough leather belt Olekan the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes resistances: +3% cold Spell save: +5 (+1 eff.) Silence immunity: +10% Stun/Freeze immunity: +5% Size category: +1 A belt that goes around your waist. Press to compare |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. Press to compare |
Dairidin the hardened leather belt Dairidin the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 12 physical Changes resistances penetration: +10% physical Maximum life: +39.00 A belt that goes around your waist. Press to compare |
Siluyanne SiluyanneInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Con Changes resistances: +3% mind Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Blindness immunity: +5% Disease immunity: +15% Mindpower: +10 (+3 eff.) Size category: +1 A belt that goes around your waist. Press to compare |
blurring drakeskin leather belt of the mystic blurring drakeskin leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Stealth bonus: +9 Mental save: +9 (+3 eff.) Spellpower: +8 (+2 eff.) A belt that goes around your waist. Press to compare |
drakeskin leather belt of containment drakeskin leather belt of containmentPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Maximum life: +111.00 Maximum mana: +55.00 Maximum stamina: +53.00 Maximum hate: +13.00 Maximum psi: +40.00 Maximum vim: +26.00 Maximum pos.energy: +31.00 Maximum neg.energy: +28.00 Reduces paradox anomalies(equivalent to willpower): +10 A belt that goes around your waist. Press to compare |
thick linen cloak of Iron Throne (1 def, 5 armour) thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con 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. Press to compare |
marshal's cashmere cloak of backstabbing (2 def, 0 armour) marshal's cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Con Critical mult.: +16.00% Stealth bonus: +10 Physical save: +10 (+2 eff.) Maximum life: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
thick cashmere cloak of Iron Throne (2 def, 7 armour) thick cashmere cloak of Iron Throne (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
miner's pair of iron boots of tirelessness (0 def, 7 armour) miner's pair of iron boots of tirelessness (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +11.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. Press to compare |
Dourspawn (0 def, 4 armour) Dourspawn (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +3% darkness Changes damage: +12% darkness Maximum encumbrance: +26 Physical save: +7 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 59.52 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Press to compare |
Balefang the Forestwill (0 def, 2 armour) Balefang the Forestwill (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Changes stats: +2 Con / +5 Wil Physical save: +18 (+4 eff.) Spell save: +3 (+0 eff.) Mental save: +11 (+3 eff.) Disarm immunity: +49% Life regen: +1.80 Stamina each turn: +0.60 Psi each turn: +0.18 See invisible: +6 It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Gudawen the hardened leather gloves (0 def, 2 armour) Gudawen the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Changes stats: +4 Dex Changes resistances: +3% physical Reduces incoming crit damage: 15.00% Life regen: +0.20 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tosakath the hardened leather gloves (0 def, 2 armour) Tosakath the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Changes stats: +4 Dex / +1 Cun / +1 Con Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
drakeskin leather gloves 'Shadowtyphoon' (0 def, 8 armour) drakeskin leather gloves 'Shadowtyphoon' (0 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 40% chance to inflict damage reduction Damage (Melee): 13 physical Changes resistances: +6% acid / +9% fire / +6% darkness Changes damage: +8% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Blastterror (0 def, 2 armour) Blastterror (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes resistances: +7% lightning Changes damage: +5% lightning Spell save: +12 (+3 eff.) Spellpower: +2 (+0 eff.) Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)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 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 27 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." Press to compare |
dragonslayer's drakeskin leather cap of precognition (7 def, 5 armour) dragonslayer's drakeskin leather cap of precognition (7 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +7 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +10 Cun Changes resistances: +10% acid / +12% fire / +10% cold / +8% lightning A cap made of leather. Press to compare |
Bethille the Splendournail (0 def, 3 armour) Bethille the Splendournail (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +6% light Changes damage: +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
warlord's voratun helm of trickery (0 def, 5 armour) warlord's voratun helm of trickery (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +7 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +3 Dex / +4 Wil / +4 Cun Changes resistances: +11% physical Physical save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. 3 amethyst3 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Pearl of Life and Death Pearl of Life and DeathInfused 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. Press to compare |
alchemist's lamp 'Bregelerek' alchemist's lamp 'Bregelerek'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +3 Con Changes resistances: +10% blight / +3% fire Physical save: +25 (+5 eff.) Spell save: +25 (+6 eff.) Knockback immunity: +10% Life regen: +2.50 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (122 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 540.50 fire damage (based on Magic), costing 44 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) Rod of Recall (2/2)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 178 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. |
Aerabreth the Glitterbrace [power 4] (22/9 cooldown) Aerabreth the Glitterbrace [power 4] (22/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +9% blight / +6% fire / +6% light Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
elm totem of cure ailments [power 1] (22/9 cooldown) elm totem of cure ailments [power 1] (22/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
quick elm totem of cure ailments [power 1] (22/8 cooldown) quick elm totem of cure ailments [power 1] (22/8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
forceful ash totem of cure ailments [power 2] (22/9 cooldown) forceful ash totem of cure ailments [power 2] (22/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Blas the Dwarf Sun Paladin level 26
27th Shortage 122nd year of Ascendancy at 03:51 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Blas the Dwarf Sun Paladin level 44
30th Dearth 123rd year of Ascendancy at 03:28 see stats
Against all odds
Killed Ukruk in the ambush.By Blas the Dwarf Sun Paladin level 25
23rd Shortage 122nd year of Ascendancy at 08:10 see stats
Arachnophobia
Destroyed the spydric menace.By Blas the Dwarf Sun Paladin level 33
20th Gold 123rd year of Ascendancy at 00:00 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Blas the Dwarf Sun Paladin level 39
38th Profit 123rd year of Ascendancy at 05:59 see stats
Brave new world
Went to the Far East and took part in the war.By Blas the Dwarf Sun Paladin level 32
16th Gold 123rd year of Ascendancy at 13:52 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Blas the Dwarf Sun Paladin level 29
17th Steel 123rd year of Ascendancy at 11:52 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Blas the Dwarf Sun Paladin level 7
31st Voratun 122nd year of Ascendancy at 03:26 see stats
Destroyer of the creation
Killed Slasul.By Blas the Dwarf Sun Paladin level 35
7th Stralite 123rd year of Ascendancy at 01:16 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Blas the Dwarf Sun Paladin level 31
10th Gold 123rd year of Ascendancy at 01:26 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Blas the Dwarf Sun Paladin level 40
2nd Wealth 123rd year of Ascendancy at 04:42 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Blas the Dwarf Sun Paladin level 19
30th Loss 122nd year of Ascendancy at 20:46 see stats
Exterminator
Killed 1000 creatures.By Blas the Dwarf Sun Paladin level 16
11st Dearth 122nd year of Ascendancy at 23:56 see stats
Fear me not!
Survived the Fearscape!By Blas the Dwarf Sun Paladin level 28
15th Iron 123rd year of Ascendancy at 12:58 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Blas the Dwarf Sun Paladin level 45
5th Loss 123rd year of Ascendancy at 07:07 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Blas the Dwarf Sun Paladin level 34
4th Stralite 123rd year of Ascendancy at 06:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blas the Dwarf Sun Paladin level 17
14th Dearth 122nd year of Ascendancy at 20:14 see stats
Level 10
Got a character to level 10.By Blas the Dwarf Sun Paladin level 10
11st Profit 122nd year of Ascendancy at 10:44 see stats
Level 20
Got a character to level 20.By Blas the Dwarf Sun Paladin level 20
1st Shortage 122nd year of Ascendancy at 00:08 see stats
Level 30
Got a character to level 30.By Blas the Dwarf Sun Paladin level 30
34th Steel 123rd year of Ascendancy at 17:09 see stats
Level 40
Got a character to level 40.By Blas the Dwarf Sun Paladin level 40
1st Wealth 123rd year of Ascendancy at 00:03 see stats
Level 50
Got a character to level 50.By Blas the Dwarf Sun Paladin level 50
17th Loss 123rd year of Ascendancy at 07:59 see stats
Orcrist
Killed the leaders of the Orc Pride.By Blas the Dwarf Sun Paladin level 44
40th Dearth 123rd year of Ascendancy at 16:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Blas the Dwarf Sun Paladin level 15
11st Wealth 122nd year of Ascendancy at 12:18 see stats
Size is everything
Did over 1500 damage in one attack.By Blas the Dwarf Sun Paladin level 44
41st Dearth 123rd year of Ascendancy at 15:51 see stats
Size matters
Did over 600 damage in one attack.By Blas the Dwarf Sun Paladin level 32
11st Gold 123rd year of Ascendancy at 03:23 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Blas the Dwarf Sun Paladin level 32
10th Gold 123rd year of Ascendancy at 03:55 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Blas the Dwarf Sun Paladin level 4
20th Voratun 122nd year of Ascendancy at 01:03 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Blas the Dwarf Sun Paladin level 50
17th Loss 123rd year of Ascendancy at 08:59 see stats
The Arena
Unlocked Arena mode.By Blas the Dwarf Sun Paladin level 9
8th Profit 122nd year of Ascendancy at 14:45 see stats
The High Lady's destiny
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Blas the Dwarf Sun Paladin level 50
17th Loss 123rd year of Ascendancy at 09:04 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Blas the Dwarf Sun Paladin level 42
20th Wealth 123rd year of Ascendancy at 19:00 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Blas the Dwarf Sun Paladin level 36
38th Stralite 123rd year of Ascendancy at 09:16 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Blas the Dwarf Sun Paladin level 24
21st Shortage 122nd year of Ascendancy at 17:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Blas the Dwarf Sun Paladin level 15
40th Profit 122nd year of Ascendancy at 12:52 see stats
Unstoppable
Returned from the dead.By Blas the Dwarf Sun Paladin level 50
22nd Loss 123rd year of Ascendancy at 13:37 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Blas the Dwarf Sun Paladin level 24
21st Shortage 122nd year of Ascendancy at 19:45 see stats
Log
Blas hits Atamathon the Giant Golem for 1 fire damage.
Atamathon the Giant Golem casts Arcane Pull.
Blas is pulled toward Atamathon the Giant Golem!
Atamathon the Giant Golem damages himself through Martyrdom!
Atamathon the Giant Golem hits Blas for 294 arcane damage.
Blas hits Atamathon the Giant Golem for 18 arcane damage.
Atamathon the Giant Golem damages himself through Martyrdom!
Burning from Atamathon the Giant Golem hits Blas for 25 fire damage.
Blas hits Atamathon the Giant Golem for 0 fire damage.
Atamathon the Giant Golem damages himself through Martyrdom!
Atamathon the Giant Golem's fire burn area effect hits Blas for 75 fire damage.
Blas hits Atamathon the Giant Golem for 1 fire damage.
Atamathon the Giant Golem rushes out!
Atamathon the Giant Golem damages himself through Martyrdom!
Atamathon the Giant Golem reflects damage back to Blas!
Atamathon the Giant Golem hits Blas for 485 arcane, 32 blight, , 1 light, 2 blight (522 total damage).
Blas hits Atamathon the Giant Golem for 29 arcane, 1 blight, , 2 light, 3 blight (37 total damage).
Talent Shield Pummel is ready to use.
Atamathon the Giant Golem damages himself through Martyrdom!
Burning from Atamathon the Giant Golem hits Blas for 41 fire damage.
Blas hits Atamathon the Giant Golem for 0 fire damage.
Atamathon the Giant Golem damages himself through Martyrdom!
Atamathon the Giant Golem's fire burn area effect hits Blas for 75 fire damage.
Blas hits Atamathon the Giant Golem for 1 fire damage.
Atamathon the Giant Golem speeds up.
Atamathon the Giant Golem uses Knockback.
Saving game...
