










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official 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:
Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 50 / 1898% |
Size | big |
Lifes / Deaths | Killed by Nerimina the great wolf at level 24 on the 44th Dearth 122nd year of Ascendancy at 20:42 / 2Killed by Emelyma the orc pyromancer at level 48 on the 8th Voratun 124th year of Ascendancy at 17:48 |
Primary Stats
Strength | 172 (base 60) |
Dexterity | 27 (base 14) |
Constitution | 145 (base 66) |
Magic | 30 (base 15) |
Willpower | 81 (base 43) |
Cunning | 84 (base 60) |
Resources
Life | 2797/2854 |
Stamina | 119/344 |
Healing Factor | 2.5 |
Regeneration | 238.5554527466 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +19% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 69.327401544624 |
See Invisible | 81.327401544624 |
Offense: Mainhand
Damage | 332 |
Accuracy | 68 |
Crit Chance | 68% |
APR | 22 |
Speed | 0.91 |
Offense: Spell
Spellpower | 15.5 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +44% |
Acid | +17% |
Nature | +23% |
Blight | +43% |
Physical | +58% |
Mind | +41% |
All | +14% |
Offense: Damage Penetration
Temporal | +25% |
Darkness | +35% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 112.90629807423 (100%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 96 |
Spell Save | 80 |
Mental Save | 71 |
Defense: Resistances
Acid | + 67%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 55%( 70%) |
All | + 41%( 70%) |
Darkness | + 57%( 70%) |
Light | + 50%( 70%) |
Temporal | + 58%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 69%( 70%) |
Fire | + 57%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 66% |
Bleed Resistance | 70% |
Confusion Resistance | 49% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 36% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 56% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -1311 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1338 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 940 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Berserker's strength | 1.64 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Superiority | 1.64 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Shattering Impact |
beneficial effect | Increases critical hit chance by 1%. Berserker Rage |
beneficial effect | The thrill of combat improves the target's maximum life by 16%, life regeneration by 33.95, and stamina regeneration by 6.79. Bloodbath |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 50% of the time and arcane sustains have a 5.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | The target's skin turns to stone, granting 30 armour, 30% armour hardiness, 37 physical save and 37 spell save. Dwarven Resilience |
beneficial effect | Reduces physical damage received by 32% and provides a 18% chance to ignore critical hits. Juggernaut |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 again | active |
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 Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by rogue. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by Idkabod. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by gigantic gravity worm. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Idkabod. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * 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. | active |
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. | active |
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. * You have unlocked the training room. * 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: 2575. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. 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 the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within | active |
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 your homeland 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 Clear | active |
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 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 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. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +1% physical / +12% fire Changes damage: +9% mind Reduces incoming crit damage: 10.00% Physical save: +11 (+2 eff.) Blindness immunity: +36% Poison immunity: +10% Confusion immunity: +29% Stun/Freeze immunity: +21% Only die when reaching: -20.00 life Maximum life: +70.00 Light radius: +10 See stealth: +10 See invisible: +22 Healing mod.: +14% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 4.5 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+4 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 9 * 20% chance to reduce damage dealt by 26% Changes stats: +6 Wil Changes resistances: +15% lightning / +14% temporal / +3% darkness / +23% blight / +7% arcane / +5% all Changes resistances penetration: +15% darkness Changes damage: +15% blight Physical save: +11 (+2 eff.) Mental save: +13 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Wil / +8 Cun / +5 Con Changes resistances: +15% lightning / +7% all Changes damage: +15% lightning Physical save: +18 (+3 eff.) Mental save: +18 (+5 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Changes stats: +4 Wil / +32 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +7% all Reduces incoming crit damage: 23.00% Physical save: +14 (+2 eff.) Spell save: +6 (+1 eff.) Life regen: +14.00 Vim when firing critical spell: +1.00 Maximum life: +93.00 Maximum vim: +30.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +4% Mindpower: +14 (+5 eff.) Healing mod.: +18% Damage Shield penetration: +20% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +9 (+5 eff.) Damage when hit (Melee): 6 nature Changes resistances penetration: +10% mind Changes damage: +9% nature / +18% mind Stun/Freeze immunity: +38% Life regen: +19.00 Maximum life: +100.00 Movement speed: +19% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 27 cooldown : Effective talent level: 7.2 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 49% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 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. |
In main hand | ![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% lightning / +19% nature / +20% blight Changes resistances penetration: +25% temporal Changes damage: +15% lightning Reduced damage from: +15% Unnatural Life regen: +15.80 Stamina each turn: +1.20 Maximum life: +80.00 Healing mod.: +17% A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +5.0% Physical power: +20 (+3 eff.) Defense: +3 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 2 physical Changes stats: +6 Str / +5 Dex / +4 Con Changes resistances: +18% blight / +3% physical / +20% nature Changes damage: +6% blight / +9% physical Talent mastery: +0.30 Technique / Combat training Spell save: +12 (+2 eff.) Life regen: +9.00 Stamina each turn: +1.10 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 9 * 21% chance to reduce armor by 19% Changes resistances: +15% acid Changes resistances penetration: +20% darkness Changes damage: +3% acid / +10% physical Talent masteries: +0.34 Technique / Superiority +0.34 Technique / Berserker's strength Cut immunity: +70% Combat speed: +10% Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 24 cooldown : Effective talent level: 2.5 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 317 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 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: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 107.65 physical damage and 167.61 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 332 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -421 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 429 life, 7 duration) 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 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: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -193 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 197 life, 7 duration) 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 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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -431 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 440 life, 7 duration) 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 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 420 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 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 568 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 678 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% 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 nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 4 darkness, 3 cold, 5 nature, 5 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 250 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +12% light / +11% darkness Changes damage: +3% light Physical save: +9 (+1 eff.) Blindness immunity: +30% Stun/Freeze immunity: +10% Life regen: +4.00 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+4 eff.) Fatigue: -5% Changes stats: +9 Lck / +3 Str Changes damage: +3% arcane Life regen: +2.00 Mana when firing critical spell: +1.00 Maximum mana: +60.00 Spellpower: +5 (+2 eff.) Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Wil / +1 Con Changes resistances: +15% light / +5% arcane Changes damage: +6% light Disease immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life See invisible: +9 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% fire / +12% cold Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +10% fire / +13% cold Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +5 Cun / +9 Wil Changes resistances: +18% acid Changes damage: +12% mind Talent mastery: +0.38 Wild-gift / Harmony Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +5.00 Mindpower: +25 (+8 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Defense: +10 (+5 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances: +24% lightning / +12% acid Changes damage: +12% lightning Spell save: +3 (+0 eff.) Pinning immunity: +10% Spellpower: +14 (+4 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +26 (+4 eff.) Damage when hit (Melee): 4 fire Changes stats: +6 Str / +6 Con Changes resistances: +6% acid / +28% cold / +6% light / +6% blight Changes damage: +14% cold / +7% all Spell save: +9 (+2 eff.) Spellpower: +17 (+4 eff.) Mindpower: +17 (+6 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 60% Damage when hit (Melee): 6 nature Changes stats: +5 Mag / +6 Wil Changes resistances: +20% darkness Changes resistances penetration: +5% lightning Changes damage: +10% darkness / +6% nature Mental save: +4 (+1 eff.) Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
![]() 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 (+1 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +1 Str / +5 Dex / +6 Mag / +6 Cun Changes damage: +12% lightning / +6% physical Disarm immunity: +41% Pinning immunity: +44% Knockback immunity: +34% Life regen: +17.00 Maximum life: +118.00 Spellpower: +12 (+3 eff.) Healing mod.: +17% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +2 Str / +7 Dex / +2 Mag / +2 Wil / +7 Cun / +2 Con Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical power: +7 (+1 eff.) Defense: +9 (+5 eff.) Changes stats: +4 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Con Changes resistances: +9% blight / +3% light / +8% nature / +3% all Changes resistances penetration: +15% light Changes damage: +6% cold Spell save: +14 (+3 eff.) Poison immunity: +15% Disease immunity: +20% Stun/Freeze immunity: +38% Life regen: +6.00 Maximum stamina: +17.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Changes damage: +5% all Life regen: +11.00 Maximum life: +51.00 Spellpower: +8 (+2 eff.) Mindpower: +7 (+3 eff.) Healing mod.: +11% Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% cold Changes damage: +11% cold Mental save: +6 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +2 Dex Changes resistances: +28% nature Changes damage: +14% nature / +9% mind Maximum encumbrance: +21 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +22% cold Changes resistances penetration: +5% lightning Changes damage: +11% cold Mental save: +6 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +7.00 Maximum life: +40.00 Mindpower: +10 (+4 eff.) Healing mod.: +12% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +7 Wil / +14 Cun Changes damage: +20% lightning Damage affinity(heal): +20% lightning Mindpower: +12 (+4 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +15 (+2 eff.) Armour: +6 Damage when hit (Melee): 11 temporal Changes stats: +10 Mag Changes resistances penetration: +20% temporal / +15% fire Critical mult.: +10.00% Spell save: +20 (+4 eff.) Maximum stamina: +31.61 Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+9 eff.) Changes stats: +6 Mag / +8 Wil / +7 Cun Changes resistances: +9% fire / +36% nature / +5% arcane Changes damage: +18% nature Spell save: +15 (+3 eff.) Silence immunity: +20% Maximum life: +60.00 Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 36 light Damage (Ranged): 30 light Damage when hit (Melee): 4 mind / 4 blight Changes stats: +14 Mag / +7 Wil / +6 Con Changes damage: +20% light Spell save: +16 (+3 eff.) Mana each turn: +0.12 Equilibrium when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +1.00 Maximum mana: +40.00 Maximum stamina: +28.00 Spellpower: +11 (+3 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings make your fingers look great! |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +9 temporal When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +1 Physical crit. chance: +17.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +5 Dex Changes resistances: +24% temporal Critical mult.: +20.00% Combat speed: +10% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +12 acid Damage (radius 1) on hit: +16 acid / +26 fire When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +16 Effects on melee hit: * 21% chance to reduce armor by 19% Changes resistances: +6% mind Changes resistances penetration: +19% all Changes damage: +12% acid / +6% mind Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 17 damage When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +40 Physical crit. chance: +19.0% Changes stats: +2 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +10% fire / +17% all Critical mult.: +40.00% Reduces incoming crit damage: 15.00% Massive two-handed battleaxes. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +48 (+11 eff.) Armour: +4 Defense: +20 (+9 eff.) Changes stats: +6 Dex Changes resistances: +2% physical / +3% fire Changes damage: +6% acid Mental save: +3 (+1 eff.) Disarm immunity: +63% Pinning immunity: +20% Combat speed: +10% Massive two-handed battleaxes. |
![]() Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 24 power out of 35/35) : Effective talent level: 4.5 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 336.57 fire damage, and flames will be left dealing a further 79.12 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 20% chance to reduce all saves and defense by 32 * 21% chance to reduce strength, dexterity, and constitution by 9 Damage (Melee): +17 blight / +8 mind When wielded/worn: Changes stats: +13 Con / +17 Wil Changes resistances: +3% mind Changes damage: +12% mind / +3% fire Disease immunity: +15% Maximum life: +72.00 Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 fire When wielded/worn: Physical crit. chance: +9.0% Changes stats: +3 Wil Changes resistances penetration: +15% fire Critical mult.: +10.00% Massive two-handed mauls. |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 9 * Blasts creatures in a radius 1 shockwave around your target for 382.36 to 1147.08 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 1012.78 to 2025.56 physical damage (based on Strength) to each Activation costs 34 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 195% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 60% * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +16 darkness When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +16 Str / +17 Dex / +19 Mag / +16 Wil / +16 Cun / +16 Con Changes resistances: +6% fire Massive two-handed mauls. |
![]() Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 120% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+5 eff.) Damage when hit (Melee): 2 nature Changes stats: +2 Str Disarm immunity: +32% Massive two-handed mauls. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 arcane Damage (radius 2) on crit: +52 acid / +28 nature When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +12 Changes stats: +6 Dex / +1 Mag Changes resistances penetration: +19% acid / +19% nature Critical mult.: +5.00% Maximum mana: +40.00 Spell crit. chance: +1% Combat speed: +10% Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 9 * 25% chance for lightning to strike from the target to a second target dealing 17 damage Damage (Melee): +24 blight When wielded/worn: Accuracy: +35 (+8 eff.) Changes stats: +7 Dex / +3 Wil / +3 Cun Changes damage: +12% blight / +18% temporal Disease immunity: +31% Combat speed: +10% Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 17 damage Damage (Melee): +12 temporal Damage (radius 2) on crit: +30 lightning / +20 cold / +16 blight When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +6 Dex Changes resistances: +9% temporal Changes resistances penetration: +30% lightning / +20% cold / +5% blight Movement speed: +56% Combat speed: +10% Massive two-handed swords. |
![]() Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 32 Damage (Melee): +10 nature / +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed swords. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 fire Changes stats: +2 Cun Changes resistances: +10% fire Changes resistances penetration: +9% fire Changes damage: +5% fire Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +4% 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. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% 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 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 134 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: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+4 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 9 * 10% chance to reduce damage dealt by 26% Damage when hit (Melee): 2 blight Changes stats: +8 Cun / +11 Wil Changes resistances: +6% blight Changes damage: +6% blight Damage against: +29% Summoned Reduced damage from: +21% Summoned Mental save: +13 (+4 eff.) Life regen: +3.50 Maximum life: +110.00 Healing mod.: +22% A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical power: +30 (+5 eff.) Defense: +10 (+5 eff.) Physical save: +8 (+1 eff.) Stamina each turn: +2.00 Maximum stamina: +30.00 Mindpower: +7 (+3 eff.) A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% fire / +5% arcane / +6% light Changes resistances penetration: +5% lightning Spell save: +6 (+1 eff.) Maximum life: +30.00 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Defense: +9 (+5 eff.) Stealth bonus: +6 Spell save: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +13 Defense: +15 (+8 eff.) Changes stats: +5 Mag Changes resistances penetration: +10% mind Changes damage: +6% arcane Critical mult.: +15.00% Physical save: +21 (+4 eff.) Life regen: +1.20 Spellpower on spell critical (stacks up to 3 times): +8 Healing mod.: +23% Damage Shield penetration: +20% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +3 Str Changes resistances: +6% fire / +6% cold Changes damage: +9% physical Stamina each turn: +3.00 Only die when reaching: -40.00 life A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +5 Dex / +4 Mag / +4 Wil / +1 Con Changes resistances penetration: +10% mind Critical mult.: +5.00% Equilibrium when hit: +0.24 Spell crit. chance: +6% See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +3% nature Changes resistances penetration: +25% light Changes damage: +3% arcane Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 34 power out of 50/50) : Effective talent level: 3.5 Power cost: 34 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +12% darkness / +10% temporal Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. 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. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +27 Fatigue: +4% Changes stats: +2 Con Changes resistances: +13% acid / +27% fire / +12% lightning / +30% cold Changes resistances penetration: +15% temporal Physical save: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +4 Fatigue: +3% Changes stats: +10 Con Changes resistances: +9% light / +9% darkness Changes damage: +9% fire Stamina each turn: +0.80 Maximum stamina: +55.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal Cut immunity: +10% Pinning immunity: +10% Maximum life: +100.00 A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +4 Wil Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Stamina each turn: +0.50 Maximum stamina: +19.00 A pair of boots made of leather. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 9 temporal Changes stats: +3 Cun / +1 Mag Changes resistances: +11% temporal / +7% light / +6% darkness Changes resistances penetration: +5% mind / +5% temporal Changes damage: +3% mind / +14% temporal Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +10.00 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 Starfall, placing all other charms into a 14 cooldown : Effective talent level: 2.5 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 56.36 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +29 Armour Hardiness: +15% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +5 Mag / +7 Wil / +13 Con Changes resistances: +10% physical Changes resistances penetration: +10% arcane / +10% mind Mental save: +15 (+4 eff.) Mana when firing critical spell: +2.29 Maximum life: +80.00 Maximum vim: +57.23 Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +6% light / +3% lightning Changes resistances penetration: +25% fire Knockback immunity: +20% Life regen: +6.00 Stamina each turn: +1.40 Maximum life: +60.00 Maximum stamina: +10.00 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. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +3 Str / +3 Dex / +2 Cun Changes resistances: +5% blight Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+1 eff.) Spell save: +9 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Damage (Melee): 7 physical Changes resistances: +3% blight / +9% fire / +5% arcane Changes damage: +3% cold / +12% physical Maximum stamina: +30.00 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. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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: +17 Fatigue: +5% Damage (Melee): 13 physical Damage when hit (Melee): 6 darkness Changes stats: +5 Con Changes resistances: +3% mind / +9% darkness Changes damage: +12% mind / +8% physical Physical save: +17 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +20 (+5 eff.) Disarm immunity: +34% Maximum life: +61.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 20 cooldown : Effective talent level: 9.0 Power cost: 20 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 47% and provides a 30% chance to shrug off critical damage for 20 turns. 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% Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +6 Cun / +12 Str Changes resistances: +9% light Maximum psi: +50.00 Mental crit. chance: +5% Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 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 1793.0 Physical damage. If the attack hits, the target is confused (33% effect) for 6 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 - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 30 power out of 45/45) : Effective talent level: 4.5 Power cost: 30 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 317.67 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +10 Cun Changes resistances: +13% darkness / +18% physical Changes damage: +11% acid / +16% physical / +17% darkness / +12% lightning / +3% blight / +14% cold / +23% arcane / +14% fire Critical mult.: +10.00% Mental save: +13 (+4 eff.) Mana when firing critical spell: +2.07 Vim when firing critical spell: +2.07 Maximum hate: +12.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +5% Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +15 (+2 eff.) Armour: +12 Defense: +23 (+10 eff.) Fatigue: +5% Changes stats: +4 Dex / +3 Wil / +5 Cun / +3 Con Changes resistances: +25% mind / +7% all Changes damage: +12% physical Physical save: +17 (+3 eff.) Mental save: +30 (+8 eff.) Confusion immunity: +40% A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +8 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +10 Str / +6 Dex / +5 Wil Changes resistances: +11% lightning / +5% temporal / +9% physical Physical save: +6 (+1 eff.) Only die when reaching: -60.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 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 1793.0 Physical damage. If the attack hits, the target is confused (33% effect) for 6 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Dex / +1 Con Changes resistances penetration: +5% nature Changes damage: +6% nature A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +9 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +3 Dex / +2 Wil / +5 Cun / +7 Con / +14 Lck Changes resistances: +5% arcane Spell crit. chance: +7% Mental crit. chance: +8% Infravision radius: +4 A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +7 Dex Changes resistances: +8% acid / +7% fire / +14% lightning / +7% cold Blindness immunity: +20% Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% fire / +5% cold A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes stats: +3 Wil / +3 Cun / +6 Con Changes resistances: +5% arcane Physical save: +3 (+0 eff.) Mindpower: +4 (+2 eff.) A cap made of leather. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +8 (+4 eff.) Fatigue: +5% Effects on melee hit: * 21% chance to reduce damage dealt by 26% * 21% chance to reduce armor by 19% Changes stats: +6 Str Changes resistances: +3% acid / +22% mind / +6% all Changes resistances penetration: +26% darkness Changes damage: +6% acid Physical save: +15 (+3 eff.) Mental save: +29 (+8 eff.) Confusion immunity: +43% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 34 power out of 80/80) : Effective talent level: 4.5 Power cost: 34 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 45.09 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() Requires: - Heavy armour training - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 10 acid Changes resistances: +19% blight / +17% nature / +9% light / +28% lightning Changes resistances penetration: +5% acid / +15% light Changes damage: +9% acid Reduced damage from: +14% Unnatural Life regen: +10.00 Maximum life: +71.00 Light radius: +1 Healing mod.: +20% A suit of armour made of mail. |
![]() Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+4 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+9 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+7 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 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: +16 Fatigue: +22% Changes stats: +8 Cun / +14 Wil Changes resistances: +37% acid / +26% fire Changes damage: +9% acid / +6% blight Mental save: +19 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -10% Changes stats: +18 Str / +3 Mag / +10 Wil Changes resistances: +6% darkness / +10% fire Changes resistances penetration: +5% blight / +10% arcane / +20% mind Spellpower on spell critical (stacks up to 3 times): +6 Mental crit. chance: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Defense: +15 (+8 eff.) Changes stats: +4 Str Changes damage: +29% mind / +29% fire Critical mult.: +10.00% Mental save: +37 (+9 eff.) Maximum life: +39.00 Maximum stamina: +29.00 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +2% physical / +5% fire Changes resistances penetration: +15% arcane Critical mult.: +5.00% Stamina each turn: +3.00 Light radius: +3 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. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +25 (+11 eff.) Changes stats: +5 Dex / +6 Wil Changes resistances: +6% lightning Changes resistances penetration: +26% lightning Reduces incoming crit damage: 15.52% Physical save: +9 (+1 eff.) Only die when reaching: -82.75 life Maximum life: +80.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight Life regen: +6.00 Maximum life: +100.00 Light radius: +4 See invisible: +6 Damage Shield penetration: +30% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +15 (+8 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +1 Dex Physical save: +16 (+3 eff.) Maximum life: +44.00 Maximum stamina: +20.00 Light radius: +4 Healing mod.: +30% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +3% nature Changes damage: +9% acid Physical save: +6 (+1 eff.) Teleport immunity: +10% Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by 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 It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 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. |
![]() 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 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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 arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 410.40 fire damage (based on Magic) Activation costs 34 power out of 10/75. 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 20 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 135 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. |
![]() 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 5 When wielded/worn: Armour: +16 Changes resistances: +27% fire Blindness immunity: +25% Poison immunity: +25% Life regen: +4.93 Only die when reaching: -98.63 life Maximum life: +123.29 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 750 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +3 Con Changes damage: +12% physical Stamina each turn: +2.00 Light radius: +1 It can be used to blast the opponent's mind dealing 219 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% mind Critical mult.: +5.00% It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 13% for 2 turns. * Heal for 35. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +6 Changes resistances: +9% fire Stamina each turn: +2.00 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 10 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 60% 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 (+3 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 34 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 14 turns. When used: * Reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% lightning Changes resistances penetration: +10% lightning / +5% light It can be used to create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 15% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 20 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. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 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 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 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 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +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: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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.
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
By Idkabod the Dwarf Berserker level 36
21st Loss 123rd year of Ascendancy at 08:37 see stats
By Idkabod the Dwarf Berserker level 50
25th Wealth 124th year of Ascendancy at 15:16 see stats
By Idkabod the Dwarf Berserker level 36
14th Loss 123rd year of Ascendancy at 06:22 see stats
By Idkabod the Dwarf Berserker level 44
6th Stralite 124th year of Ascendancy at 08:55 see stats
By Idkabod the Dwarf Berserker level 39
4th Shortage 123rd year of Ascendancy at 10:00 see stats
By Idkabod the Dwarf Berserker level 24
43rd Dearth 122nd year of Ascendancy at 21:08 see stats
By Idkabod the Dwarf Berserker level 38
30th Loss 123rd year of Ascendancy at 11:33 see stats
By Idkabod the Dwarf Berserker level 32
24th Voratun 123rd year of Ascendancy at 23:37 see stats
By Idkabod the Dwarf Berserker level 29
31st Stralite 123rd year of Ascendancy at 16:45 see stats
By Idkabod the Dwarf Berserker level 21
25th Dearth 122nd year of Ascendancy at 20:54 see stats
By Idkabod the Dwarf Berserker level 29
32nd Stralite 123rd year of Ascendancy at 05:14 see stats
By Idkabod the Dwarf Berserker level 24
44th Dearth 122nd year of Ascendancy at 13:38 see stats
By Idkabod the Dwarf Berserker level 50
24th Dearth 124th year of Ascendancy at 23:36 see stats
By Idkabod the Dwarf Berserker level 28
26th Stralite 123rd year of Ascendancy at 13:50 see stats
By Idkabod the Dwarf Berserker level 10
15th Profit 122nd year of Ascendancy at 23:50 see stats
By Idkabod the Dwarf Berserker level 20
17th Dearth 122nd year of Ascendancy at 02:49 see stats
By Idkabod the Dwarf Berserker level 30
19th Voratun 123rd year of Ascendancy at 09:02 see stats
By Idkabod the Dwarf Berserker level 40
8th Shortage 123rd year of Ascendancy at 23:28 see stats
By Idkabod the Dwarf Berserker level 50
3rd Profit 124th year of Ascendancy at 00:05 see stats
By Idkabod the Dwarf Berserker level 50
25th Wealth 124th year of Ascendancy at 09:21 see stats
By Idkabod the Dwarf Berserker level 50
23rd Dearth 124th year of Ascendancy at 11:54 see stats
By Idkabod the Dwarf Berserker level 19
12nd Dearth 122nd year of Ascendancy at 02:00 see stats
By Idkabod the Dwarf Berserker level 36
26th Loss 123rd year of Ascendancy at 17:27 see stats
By Idkabod the Dwarf Berserker level 23
36th Dearth 122nd year of Ascendancy at 10:30 see stats
By Idkabod the Dwarf Berserker level 39
1st Shortage 123rd year of Ascendancy at 01:58 see stats
By Idkabod the Dwarf Berserker level 50
27th Dearth 124th year of Ascendancy at 18:35 see stats
By Idkabod the Dwarf Berserker level 24
45th Dearth 122nd year of Ascendancy at 14:55 see stats
By Idkabod the Dwarf Berserker level 13
23rd Profit 122nd year of Ascendancy at 07:06 see stats
By Idkabod the Dwarf Berserker level 50
27th Dearth 124th year of Ascendancy at 18:37 see stats
By Idkabod the Dwarf Berserker level 50
12nd Wealth 124th year of Ascendancy at 21:18 see stats
By Idkabod the Dwarf Berserker level 43
5th Stralite 124th year of Ascendancy at 23:10 see stats
By Idkabod the Dwarf Berserker level 25
3rd Loss 122nd year of Ascendancy at 00:25 see stats
By Idkabod the Dwarf Berserker level 41
2nd Steel 124th year of Ascendancy at 20:10 see stats
By Idkabod the Dwarf Berserker level 22
27th Dearth 122nd year of Ascendancy at 16:34 see stats
By Idkabod the Dwarf Berserker level 14
37th Profit 122nd year of Ascendancy at 00:18 see stats
By Idkabod the Dwarf Berserker level 24
44th Dearth 122nd year of Ascendancy at 20:43 see stats
By Idkabod the Dwarf Berserker level 35
13rd Loss 123rd year of Ascendancy at 11:52 see stats
By Idkabod the Dwarf Berserker level 50
36th Dearth 124th year of Ascendancy at 07:22 see stats
Log
Idkabod hits Training Dummy for 643 physical damage.
PAI_STATE_FIGHT
Can not use an item in the transmogrification chest.
The shattering blow creates a shockwave!
Idkabod hits Training Dummy for 807 physical damage.
Talent Shattering Blow is ready to use.
Talent Stunning Blow is ready to use.
Training Dummy's armour is more intact.
Bleeding from Idkabod hits Training Dummy for 314 physical damage.
PAI_STATE_FIGHT
Idkabod uses Shattering Blow.
Idkabod performs a melee critical strike against Training Dummy!
The shattering blow creates a shockwave!
Training Dummy's armour is damaged!
Idkabod hits Training Dummy for 2710 physical damage.
Talent Shattering Shout is ready to use.
Bleeding from Idkabod hits Training Dummy for 314 physical damage.
AI Disabled. AI acted for 500 turns. Did it get stuck?
Talent Perfect Strike is ready to use.
Bleeding from Idkabod hits Training Dummy for 314 physical damage.
Talent Death Dance is ready to use.
Training Dummy is free from the illness.
Training Dummy stops bleeding.
Idkabod no longer revels in blood quite so much.
Idkabod's rage subsides!