





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! 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:
Possessor Bonus Class 1.7.4Donators/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.
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| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Runic Golem |
| Class | Golem |
| Level / Exp | 30 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 42 (base 40) |
| Dexterity | 12 (base 12) |
| Constitution | 32 (base 30) |
| Magic | 22 (base 22) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 278/754 |
| Mana | 112/186 |
| Stamina | 183/187 |
| Healing Factor | 1.6724420161894 |
| Regeneration | 6.6897680647576 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 35 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +12% |
| Acid | +9% |
| Light | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| Fire | +5% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 18.497011280365 (66.403125182002%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 20 |
| Physical Save | 28 |
| Spell Save | 17 |
| Mental Save | 11 |
Defense: Resistances
| Darkness | + 14%(100%) |
| Lightning | + 24%(100%) |
| Light | + 27%(100%) |
| Mind | + 16%(100%) |
| Blight | + 14%(100%) |
| Acid | + 14%(100%) |
| Fire | + 14%(100%) |
| All | + 4%(100%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Stoning Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 147.59 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Golem / Fighting | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Golem / Arcane | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
| talent | Reflective Skin |
| beneficial effect | Reduces all damage taken by 110. Blocking |
Quests
Equipment
| In off hand | dwarven-steel shield 'Chargerage' (0 def, 8 armour, 110 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +21% lightning Changes resistances penetration: +10% light Changes damage: +12% light / +9% acid Talent granted: +1 Block Handheld deflection devices. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour) =Keep=Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| In main hand | Smolderrupture the dwarven-steel longsword (138% power, 4 apr) =Keep=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 6 On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +7 Physical crit. chance: +8.0% Physical power: +9 (+3 eff.) Damage when hit (Melee): 4 mind Changes resistances: +3% mind Changes resistances penetration: +5% fire / +7% physical Changes damage: +12% mind Sharp, long, and deadly. |
Inventory
healing infusion of the titan (heal 120; cd 13)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 instantly heal yourself for 120 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. |
Earasus the NightstreakerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% darkness Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mindpower: +15 (+12 eff.) Mental crit. chance: +1% Amulets make your neck look great! |
steel amulet 'Yvogarin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +15 (+15 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +14% lightning / +5% arcane Physical save: +18 (+9 eff.) Stun/Freeze immunity: +26% Amulets make your neck look great! |
Drake's Bane (156% power, 21 apr) =Keep=Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Getistir the Flowerbile (182% power, 4 apr) =Keep=Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; 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% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 31% * 25% chance for lightning to strike from the target to a second target dealing 31 damage Damage (Melee): +19 temporal / +19 light Damage (radius 1) on hit: +4 nature Damage against: +16% Undead When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 31% Damage when hit (Melee): 4 nature Changes resistances: +6% nature / +14% temporal Massive two-handed mauls. |
Swampviper (167% power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 167% 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% On weapon hit: * Create an explosion dealing 31 cold damage (1/turn) Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 nature When wielded/worn: Damage when hit (Melee): 4 nature / 8 blight Changes stats: +3 Mag Changes resistances penetration: +26% cold Changes damage: +15% blight / +30% cold / +6% arcane Mana each turn: +0.08 Spell crit. chance: +2% Massive two-handed mauls. |
Unstoppable Mauler (159% power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+7 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.0 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Glowobsidian the steel greatsword (122% power, 2 apr) =Keep=Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 122% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +10.0% Physical power: +7 (+2 eff.) Changes stats: +3 Str Changes resistances: +9% light Changes resistances penetration: +5% light Changes damage: +12% light / +10% physical Massive two-handed swords. |
Twilight's Edge (158% power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
steel longsword 'Lelozilakor' (111% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 cold When wielded/worn: Armour: +6 Changes resistances: +2% physical / +3% nature / +3% darkness Mental save: +9 (+9 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
Gloreldarithra the Cloudnight (112% power, 3 apr) =Keep=Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 When wielded/worn: Changes stats: +4 Wil Changes damage: +3% lightning Mindpower: +30 (+19 eff.) Mental crit. chance: +3% Blunt and deadly. |
Mardizilahad the Poxcrack (131% power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 31% Damage when hit (Melee): 6 nature Changes resistances: +9% acid / +10% lightning / +9% light / +6% darkness / +9% cold / +13% fire / +5% arcane / +5% all Spell save: +8 (+5 eff.) Blunt and deadly. |
Abysskill (135% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +8 mind / +8 fire When wielded/worn: Changes stats: +7 Wil Changes resistances: +6% fire Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Mindpower: +20 (+14 eff.) One-handed war axes. |
Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Tempestvalor (107% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Damage (Melee): +8 lightning Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +16 lightning When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +6% darkness / +12% lightning Changes damage: +6% lightning / +12% darkness One-handed war axes. |
Mighty GirdleCrafted 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. |
rough leather belt 'Daystoker'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Mag / +4 Wil / +4 Cun / +2 Con Changes resistances penetration: +5% light Changes damage: +3% mind Damage against: +19% Summoned Reduced damage from: +17% Summoned Light radius: +2 A belt that goes around your waist. |
rough leather belt 'Korarovor'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% blight / +6% light / +5% darkness Changes resistances penetration: +5% blight Mental save: +6 (+6 eff.) A belt that goes around your waist. |
cashmere cloak 'Eilinuvena' (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Defense: +2 (+2 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +12% blight / +6% cold Changes damage: +12% acid Spell save: +9 (+6 eff.) Blindness immunity: +20% Confusion immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eregas the Morningsage (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +16% mind / +9% all Changes resistances penetration: +25% light Changes damage: +16% mind / +15% cold Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Murkraptor the woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Changes resistances: +6% blight / +12% darkness / +14% mind / +9% all Changes resistances penetration: +25% blight Changes damage: +14% mind / +9% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+7 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 25% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Glitterbreak (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 22% * 10% chance to reduce all saves and defense by 6 Changes resistances: +9% mind / +6% fire / +3% light / +6% cold Changes damage: +9% mind A pair of boots made of leather. |
Mucusdare (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 31% Changes resistances: +6% lightning / +3% nature / +3% light Changes resistances penetration: +5% nature / +15% light Stamina each turn: +0.40 Maximum stamina: +11.00 Light radius: +2 A pair of boots made of leather. |
pair of rough leather boots 'Fogravager' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Wil Changes resistances penetration: +5% darkness Stamina each turn: +0.40 Maximum stamina: +11.00 Maximum hate: +6.00 Mindpower: +5 (+5 eff.) Mental crit. chance: +1% A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 114.47 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
dwarven-steel gauntlets 'Olorosta' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +9% light / +3% mind / +3% nature / +5% arcane Changes resistances penetration: +15% mind Only die when reaching: -20.00 life 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. |
Armineg the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% fire / +9% cold Changes resistances penetration: +15% arcane Changes damage: +12% arcane Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +20 (+10 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Tarrokalthodil the Airradiance (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +3% lightning / +5% cold / +6% light Changes damage: +12% lightning Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Islyba' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str Changes resistances: +6% mind Changes resistances penetration: +25% acid Changes damage: +9% acid Mental save: +3 (+3 eff.) Maximum life: +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Heleg the Bleakspawner (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 6 physical Changes stats: +6 Str Changes resistances: +13% darkness / +7% physical Changes resistances penetration: +20% darkness / +20% physical Changes damage: +6% darkness Only die when reaching: -40.00 life Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+14 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Getydodurin the steel shield (0 def, 4 armour, 40.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Fatigue: +8% Damage when hit (Melee): 6 blight Changes stats: +1 Str / +2 Dex Changes resistances: +6% temporal / +17% cold Changes resistances penetration: +5% blight Talent granted: +1 Block Maximum life: +47.00 Handheld deflection devices. |
steel torque of mindblast 'Blindmaster' [power 165] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Str Changes damage: +12% darkness Mental save: +12 (+10 eff.) Infravision radius: +3 Healing mod.: +15% It can be used to blast the opponent's mind dealing 185 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of thorny skin [power 15] (20 cooldown)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 20 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Melinda is afflicted by a rotting disease!
Character control switched to golem (servant of Vassa).
Cauterize hits Vassa for 35 fire damage.
Weakness Disease from Elven cultist hits Vassa for 124 blight damage.
Weakness Disease from Elven cultist killed Vassa!
Golem (servant of Vassa) casts Stone Touch.
Rotting Disease from Elven cultist hits Melinda for 119 blight damage.
Golem (servant of Vassa) casts Eye Beam.
golem (servant of Vassa) hits Elven cultist for 78 fire damage.
Elven cultist casts Soul Rot.
Golem (servant of Vassa) resists the disease!
golem (servant of Vassa) reflects damage back to Elven cultist!
golem (servant of Vassa) hits Elven cultist for 48 blight damage.
Elven cultist's Soul Rot hits golem (servant of Vassa) for 204 blight damage.
Elven cultist regains their balance.
Elven cultist casts Drain.
Elven cultist's spell attains critical power!
golem (servant of Vassa) reflects damage back to Elven cultist!
golem (servant of Vassa) hits Elven cultist for 67 blight damage.
Elven cultist hits golem (servant of Vassa) for 285 blight damage.
Rotting Disease from Elven cultist hits Melinda for 119 blight damage.
Golem (servant of Vassa) uses Block.
Talent Eye Beam is ready to use.

















































