Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 1.6.6 Summmoner Fix 1.6.6 Embers of Rage 1.6.7Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ghoul |
Class | Archmage |
Level / Exp | 50 / 4711% |
Size | big |
Lifes / Deaths | Killed by Doomed Shade of Don Tries Magic Again at level 50 on the 18th Regrowth 127th year of Ascendancy at 03:41 / 3Killed by Doomed Shade of Don Tries Magic Again at level 50 on the 18th Regrowth 127th year of Ascendancy at 03:43 Killed by Doomed Shade of Don Tries Magic Again at level 50 on the 18th Regrowth 127th year of Ascendancy at 03:44 |
Primary Stats
Strength | 1102 (base 62) |
Dexterity | 1065 (base 57) |
Constitution | 1028 (base 61) |
Magic | 1071 (base 63) |
Willpower | 1033 (base 66) |
Cunning | 1073 (base 65) |
Resources
Mana | 1395/1415 |
Vim | 429/429 |
Life | -1752/1000 |
Paradox | 300 |
Stamina | 402/402 |
Soul | 20/20 |
Healing Factor | 2.2746243739566 |
Regeneration | 2272.3497495826 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | +9.999999999995% |
Spell | -1.1102230246252E-14% |
Global | +80% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 10 |
See Stealth | 517.77260293861 |
See Invisible | 517.77260293771 |
Offense: Barehand
Damage | 245 |
Accuracy | 233 |
Crit Chance | 634% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 239 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 253 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Blight | +15% |
Lightning | +7% |
Fire | +16% |
All | +7% |
Offense: Damage Penetration
Temporal | +25% |
Fire | +25% |
All | +25% |
Defense: Base
Armour (hardiness) | -56.704775634425 (30%) |
Defense | 313 |
Ranged Defense | 313 |
Fatigue | 0 |
Physical Save | 184 |
Spell Save | 187 |
Mental Save | 183 |
Defense: Resistances
Arcane | + 70%( 80%) |
Fire | + 46%( 70%) |
All | + 62%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.3 Rune: PrismaticUse 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 acid, 4 physical, 5 darkness, 4 blight, 3 arcane |
Runes | Effective talent level: 1.3 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. |
Runes | Effective talent level: 1.3 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 4581.74 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.3 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Animus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Timetravel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spellbinding | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Timeline Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Matter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Archery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Age Manipulation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Scourge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Threaded Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vim | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Gravity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Vile life | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.50 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Manifold | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Acrobatics | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Curses | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Ghoul | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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| 1/1 |
Effects
beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 40%, and reducing the duration of detrimental timed effects by 0%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 74. Intimidated |
beneficial effect | The target is in a magical frenzy, improving spellpower by 7. Bloodlust |
detrimental effect | The target has been splashed with acid, taking 212.69 acid damage per turn, reducing armour by 61 and attack by 53. Acid Splash |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 8725. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Inventory
Primal Infusion (affinity 113%; reduction 22; dur 4; cd 18) Primal Infusion (affinity 113%; reduction 22; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 113% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 22 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the wizard (die at -5036; dur 7; cd 27) heroism infusion of the wizard (die at -5036; dur 7; cd 27)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 -5036 life. The duration and life will increase by 1% for every 1% life you have lost (currently 18894 life, 26 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 21%; magical, physical; dur 4; cd 13)wild infusion (res 21%; magical, physical; dur 4; 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 cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)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 5455 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ce'Noba Ce'NobaInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+1 eff.) Defense: +35 (+3 eff.) Changes stats: +17 Lck / +6 Wil Changes resistances: +6% acid / +3% cold / +29% light / +29% darkness Mental save: +14 (+1 eff.) Blindness immunity: +56% Confusion immunity: +43% Knockback immunity: +10% Teleport immunity: +21% Mindpower: +12 (+1 eff.) Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 30 power out of 60/60. The evilness of undeath radiates from this amulet. |
Dagontir the Cloudrune Dagontir the CloudruneInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +7 Defense: +7 (+1 eff.) Changes stats: +9 Con Changes resistances: +21% lightning / +15% cold Changes resistances cap: +6% all Changes resistances penetration: +10% cold Changes damage: +12% cold / +10% physical Physical save: +24 (+2 eff.) Combat speed: +10% Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 18 power out of 35/35) : Effective talent level: 2.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 1136 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Ebonymistress EbonymistressPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 69% Damage when hit (Melee): 4 mind Changes stats: +5 Mag Changes resistances: +30% fire / +30% cold Changes damage: +7% physical / +7% temporal / +13% darkness / +7% light Physical save: +20 (+2 eff.) Spell save: +23 (+2 eff.) Mental save: +24 (+2 eff.) Psi when hit: +0.16 Maximum psi: +30.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +6% Mindpower: +15 (+1 eff.) Amulets can have magical properties. |
Emerikira the voratun amulet Emerikira the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +9 Str / +13 Dex / +15 Mag / +9 Wil Changes resistances: +4% physical Changes damage: +8% acid / +7% fire / +7% cold / +8% lightning Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Fanged Collar Fanged CollarPowered 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 (+1 eff.) Spell save: +15 (+2 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. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+1 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. |
Fiery Choker Fiery ChokerPowered 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 (+0 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. |
Frost Lord's Chain Frost Lord's ChainPowered 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 (+1 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. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 5 power out of 48/48) : Effective talent level: 6.0 Power cost: 5 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 965.83 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Lisilramina LisilraminaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+1 eff.) Changes stats: +9 Cun Changes resistances: +6% blight / +9% darkness Changes resistances cap: +6% all Changes resistances penetration: +25% mind Changes damage: +3% mind Critical mult.: +5.00% Physical save: +42 (+4 eff.) Spell save: +23 (+2 eff.) Mental save: +21 (+2 eff.) Mindpower: +20 (+2 eff.) Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 2292 strength, based on Magic) for 5 turns Activation costs 12 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Morningtrial the voratun amulet Morningtrial the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +17 Fatigue: -10% Changes stats: +9 Dex / +16 Cun / +9 Con Changes resistances: +3% acid / +9% darkness / +5% arcane / +3% fire / +9% nature / +9% light Changes damage: +9% light Critical mult.: +19.00% Life regen: +5.00 Stamina each turn: +1.20 Movement speed: +10% Amulets can have magical properties. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+0 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 15 power out of 60/60) : Effective talent level: 3.9 Power cost: 15 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 79 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+3 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+0 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 3705.41 physical damage (based on Magic) in a radius of 3 Activation costs 30 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 18 power out of 36/36) : Effective talent level: 7.2 Power cost: 18 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (339). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 30 power out of 60/60) : Effective talent level: 3.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Voruwen VoruwenCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +18 Armour: +5 Defense: +11 (+1 eff.) Fatigue: -6% Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 blight Changes resistances cap: +6% all Critical mult.: +16.00% Physical save: +25 (+2 eff.) Spell save: +6 (+1 eff.) Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xanawen the Glarevein Xanawen the GlareveinPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +19 Changes stats: +5 Mag Changes resistances: +15% light / +6% darkness Changes resistances penetration: +20% cold Talent mastery: +0.40 Spell / Earth Critical mult.: +18.00% Mana each turn: +0.54 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +43.00 Amulets can have magical properties. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 25 power out of 80/80) : Effective talent level: 1.5 Power cost: 25 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
voratun amulet 'Gleamrage' voratun amulet 'Gleamrage'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +6 Cun / +11 Con Changes resistances penetration: +25% light Changes damage: +9% temporal Physical save: +10 (+1 eff.) Cut immunity: +70% Life regen: +11.00 Stamina each turn: +0.70 Maximum life: +36.00 Light radius: +3 Movement speed: +10% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 1264 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet 'Hathadar' voratun amulet 'Hathadar'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +18 Fatigue: -10% Damage when hit (Melee): 6 blight Changes stats: +5 Dex / +3 Wil / +9 Cun / +9 Con Changes resistances: +30% mind Changes resistances penetration: +10% blight Critical mult.: +18.00% Confusion immunity: +43% Life regen: +4.00 Stamina each turn: +1.30 Spellpower: +20 (+1 eff.) Spell crit. chance: +1% Movement speed: +10% Amulets can have magical properties. |
voratun amulet 'Hathodor' voratun amulet 'Hathodor'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 11 light / 15 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 69% * 13% chance to blind Changes stats: +7 Wil Changes resistances penetration: +15% blight Changes damage: +10% light / +10% darkness Talent mastery: +0.40 Spell / Conveyance Spell save: +6 (+1 eff.) Mental save: +15 (+1 eff.) Confusion immunity: +21% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spell crit. chance: +3% Mindpower: +14 (+1 eff.) Amulets can have magical properties. |
voratun amulet 'Ivyth' voratun amulet 'Ivyth'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+1 eff.) Damage when hit (Melee): 10 mind Changes resistances: +9% cold / +6% temporal / +6% fire Changes resistances cap: +6% all Talent mastery: +0.21 Technique / Warcries Physical save: +22 (+2 eff.) Blindness immunity: +28% Maximum psi: +30.00 Infravision radius: +7 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
voratun amulet 'Relgygantir' voratun amulet 'Relgygantir'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 11 light / 14 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 69% * 13% chance to blind Changes stats: +13 Wil Changes resistances: +6% acid Changes damage: +3% acid / +15% light / +15% blight / +14% fire / +15% darkness Critical mult.: +19.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Spellpower: +14 (+1 eff.) Mindpower: +25 (+2 eff.) Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 5 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bethimira BethimiraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Changes stats: +9 Dex / +9 Wil / +9 Cun Changes resistances: +28% acid Changes damage: +14% acid Spell save: +12 (+1 eff.) Mental save: +18 (+1 eff.) Mana when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +4% Rings can have magical properties. |
Deepsnoon DeepsnoonPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+1 eff.) Armour penetration: +5 Physical crit. chance: +8.3% Changes stats: +9 Dex / +7 Mag / +13 Wil / +8 Cun Changes resistances: +6% darkness Spellpower: +13 (+1 eff.) Mindpower: +13 (+1 eff.) Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+0 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 573.57 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s) Activation costs 16 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+4 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+1 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Lightbrawn the voratun ring Lightbrawn the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+1 eff.) Changes stats: +9 Cun / +9 Dex Changes resistances: +6% light Changes damage: +21% light / +9% fire Stun/Freeze immunity: +50% Life regen: +27.00 Maximum life: +95.00 Healing mod.: +18% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
Mayiriamira the voratun ring Mayiriamira the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Dex / +7 Cun / +13 Con Reduces incoming crit damage: 10.00% Physical save: +20 (+2 eff.) Mental save: +14 (+1 eff.) Confusion immunity: +41% Life regen: +20.00 Maximum life: +51.00 See invisible: +3 Healing mod.: +20% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+2 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 15 power out of 30/30) : Effective talent level: 2.6 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+1 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 25 power out of 50/50) : Effective talent level: 2.6 Power cost: 25 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+0 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted 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 (+0 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. |
Shadowmoon ShadowmoonInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +15 Defense: +15 (+1 eff.) Damage when hit (Melee): 6 nature Changes resistances: +38% lightning / +12% darkness Changes resistances penetration: +10% cold / +20% darkness / +10% nature Changes damage: +19% lightning Physical save: +14 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +16 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +0% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Torchstake TorchstakeInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 88 Damage (Melee): 25 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 88 Damage (Ranged): 25 physical Changes stats: +10 Cun Changes resistances: +34% lightning / +6% fire / +36% acid Changes resistances penetration: +10% light / +26% fire Changes damage: +17% lightning / +3% light / +3% blight / +9% fire / +18% acid Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Toxinbreacher the voratun ring Toxinbreacher the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 123% * 20% chance to reduce all saves and defense by 88 Changes stats: +3 Str / +12 Con Changes resistances: +32% darkness Changes resistances penetration: +5% mind Changes damage: +16% darkness Physical save: +12 (+1 eff.) Spell save: +34 (+3 eff.) Mental save: +14 (+1 eff.) Maximum stamina: +39.00 See invisible: +6 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 64.71 cold and 64.71 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 30 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velunn VelunnPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+2 eff.) Physical power: +13 (+0 eff.) Armour: +4 Defense: +10 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +9 Str / +17 Dex / +9 Cun / +9 Con Changes resistances: +40% darkness Changes damage: +20% darkness Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 7.2 Power cost: 3 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 808.68 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Yvobeth the Freezerigor Yvobeth the FreezerigorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +13 Armour: +18 Defense: +17 (+2 eff.) Damage when hit (Melee): 4 acid Changes stats: +10 Str / +5 Mag / +2 Con Changes resistances penetration: +15% cold Changes damage: +6% acid / +9% cold Reduces incoming crit damage: 10.00% Blindness immunity: +50% Infravision radius: +6 See stealth: +10 See invisible: +20 It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Aerenor' voratun ring 'Aerenor'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Effects on melee hit: * 20% chance to reduce all saves and defense by 88 Damage (Melee): 25 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 88 Damage (Ranged): 21 physical Changes stats: +9 Cun / +9 Str Changes resistances: +23% acid / +28% fire / +30% lightning / +23% cold Changes resistances penetration: +20% mind Critical mult.: +10.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Mindpower: +30 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
voratun ring 'Ashmaim' voratun ring 'Ashmaim'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 67 * 20% chance to reduce all saves and defense by 88 Damage (Melee): 29 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 88 Damage (Ranged): 24 physical Damage when hit (Melee): 4 fire Changes stats: +19 Cun / +9 Dex Changes resistances: +36% light / +9% fire Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +9% fire / +18% light Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
voratun ring 'Brighttyphoon' voratun ring 'Brighttyphoon'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 88 Damage (Melee): 27 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 88 Damage (Ranged): 29 physical Changes stats: +3 Str / +2 Dex / +8 Cun / +1 Con Changes resistances: +3% blight / +6% fire / +3% light Changes damage: +9% light Physical save: +16 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +12 (+1 eff.) Disarm immunity: +46% Pinning immunity: +41% Knockback immunity: +42% Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Maximum hate: +13.00 Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
voratun ring 'Snownaught' voratun ring 'Snownaught'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +8 Cun / +7 Wil Changes resistances: +3% cold / +5% arcane / +12% mind Changes resistances penetration: +10% arcane / +5% cold Changes damage: +6% cold Mental save: +13 (+1 eff.) Confusion immunity: +45% Life regen: +17.00 Maximum life: +97.00 Mindpower: +14 (+1 eff.) Healing mod.: +19% Rings can have magical properties. |
voratun ring 'Xerayadheda' voratun ring 'Xerayadheda'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+1 eff.) Armour penetration: +17 Defense: +16 (+1 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 88 * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 35 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 88 Damage (Ranged): 35 physical Changes stats: +2 Mag / +2 Wil / +10 Cun Changes resistances penetration: +15% blight Changes damage: +6% temporal Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Vim when firing critical spell: +2.58 Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Maximum hate: +15.00 Maximum vim: +20.00 Spellpower: +20 (+1 eff.) Spell crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun ring of speedvoratun ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+1 eff.) Defense: +10 (+1 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 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 46% for 5 turns. Rings can have magical properties. |
Armilathagas (167% power, 5 apr) Armilathagas (167% power, 5 apr)Requires: - Magic 48 Infused by nature 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: 168% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) Damage (radius 2) on crit: +63 lightning / +54 cold When wielded/worn: Armour penetration: +21 Physical crit. chance: +17.0% Changes stats: +4 Dex Changes resistances: +6% mind Changes resistances penetration: +31% lightning / +14% cold Critical mult.: +48.00% Movement speed: +64% Healing mod.: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
Bethorelaith the voratun battleaxe (169% power, 4 apr) Bethorelaith the voratun battleaxe (169% power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +37 cold When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+0 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 67 Damage when hit (Melee): 10 blight Changes stats: +20 Con / +21 Wil Changes resistances penetration: +10% arcane Changes damage: +6% blight Maximum life: +118.00 Massive two-handed battleaxes. |
Camodor (168% power, 4 apr) Camodor (168% power, 4 apr)Requires: - Magic 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: 168% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +26 darkness Damage (radius 2) on crit: +12 temporal Damage against: +17% Living When wielded/worn: Accuracy: +27 (+2 eff.) Armour penetration: +17 Physical crit. chance: +17.0% Defense: +15 (+1 eff.) Changes stats: +14 Str Changes resistances penetration: +10% temporal Changes damage: +19% physical Critical mult.: +44.00% Stamina each turn: +3.00 Only die when reaching: -20.00 life Massive two-handed battleaxes. |
Ce'Namina the voratun battleaxe (169% power, 4 apr) Ce'Namina the voratun battleaxe (169% power, 4 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 67 Damage (Melee): +26 temporal / +79 cold Damage (radius 2) on crit: +16 blight When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +26% temporal Equilibrium when hit: +0.04 Psi when hit: +0.16 Massive two-handed battleaxes. |
Crude Iron Battle Axe of Kroll (180% power, 7 apr) Crude Iron Battle Axe of Kroll (180% power, 7 apr)Requires: - Magic 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 stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 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. |
Dawnbolt (188% power, 4 apr) Dawnbolt (188% power, 4 apr)Requires: - Magic 48 Infused by nature 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: 188% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) Damage (Melee): +16 arcane When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +14 Str / +19 Dex / +19 Mag / +17 Wil / +19 Cun / +19 Con Changes damage: +6% arcane / +12% light Mana each turn: +0.16 Light radius: +2 Massive two-handed battleaxes. |
Drake's Bane (156% power, 21 apr) Drake's Bane (156% power, 21 apr)Requires: - Magic 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% 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 (+1 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. |
Eclipsegasher (168% power, 4 apr) Eclipsegasher (168% power, 4 apr)Requires: - Magic 48 Infused by nature 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 88 Damage (Melee): +8 mind Damage (radius 2) on crit: +41 acid / +26 nature / +12 darkness When wielded/worn: Accuracy: +33 (+2 eff.) Armour penetration: +34 Physical crit. chance: +21.0% Effects on melee hit: * 20% chance to reduce damage dealt by 69% Changes stats: +14 Str Changes resistances: +6% mind Changes resistances penetration: +30% acid / +35% nature Changes damage: +6% fire / +16% physical Critical mult.: +38.00% Massive two-handed battleaxes. |
Eksatin's Ultimatum (175% power, 25 apr) Eksatin's Ultimatum (175% power, 25 apr)Requires: - Magic 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Galemaster the voratun battleaxe (170% power, 4 apr) Galemaster the voratun battleaxe (170% power, 4 apr)Requires: - Magic 48 Infused by nature 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) Damage (Melee): +12 lightning / +23 nature / +8 darkness When wielded/worn: Armour penetration: +17 Physical crit. chance: +21.0% Damage when hit (Melee): 4 blight Changes stats: +4 Mag Changes resistances penetration: +10% arcane Critical mult.: +49.00% Mana each turn: +0.04 Mana when firing critical spell: +2.00 Maximum vim: +20.00 Massive two-handed battleaxes. |
Jetquick (189% power, 4 apr) Jetquick (189% power, 4 apr)Requires: - Magic 48 Infused by nature 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: 190% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 78% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 69% Changes stats: +2 Str / +21 Wil / +16 Con Changes resistances: +6% acid Changes resistances penetration: +15% physical Changes damage: +6% darkness Maximum life: +96.00 Massive two-handed battleaxes. |
Khelyldil the voratun battleaxe (184% power, 4 apr) Khelyldil the voratun battleaxe (184% power, 4 apr)Requires: - Magic 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: 184% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 88 Damage (Melee): +27 temporal / +21 darkness Damage (radius 1) on hit: +8 temporal Damage against: +24% Living When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% mind / +37% temporal Massive two-handed battleaxes. |
Manodil (169% power, 4 apr) Manodil (169% power, 4 apr)Requires: - Magic 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 268 fire damage (1/turn) Damage (Melee): +8 blight / +28 temporal Damage (radius 1) on hit: +4 acid When wielded/worn: Accuracy: +33 (+2 eff.) Armour: +2 Defense: +10 (+1 eff.) Changes stats: +16 Str Changes resistances: +6% light / +28% temporal Changes resistances penetration: +10% arcane / +30% fire Changes damage: +21% physical / +31% fire Cut immunity: +20% Spellpower: +5 (+0 eff.) Massive two-handed battleaxes. |
Relguduhad (168% power, 4 apr) Relguduhad (168% power, 4 apr)Requires: - Magic 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: 168% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 268 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 temporal When wielded/worn: Physical crit. chance: +19.0% Changes stats: +2 Mag Changes resistances: +9% blight Changes resistances penetration: +10% blight Mana each turn: +0.04 Spell crit. chance: +6% Massive two-handed battleaxes. |
Stormfront (136% power, 15 apr) Stormfront (136% power, 15 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 137% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
The Gaping Maw (184% power, 4 apr) The Gaping Maw (184% power, 4 apr)Requires: - Magic 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
voratun battleaxe 'Quenchfear' (169% power, 4 apr) voratun battleaxe 'Quenchfear' (169% power, 4 apr)Requires: - Magic 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% 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 (radius 1) on hit: +28 fire Damage (radius 2) on crit: +8 cold When wielded/worn: Accuracy: +28 (+2 eff.) Armour penetration: +20 Physical crit. chance: +20.0% Damage when hit (Melee): 4 fire / 4 cold Changes resistances: +12% darkness Changes resistances penetration: +15% fire / +19% physical Changes damage: +9% cold Massive two-handed battleaxes. |
voratun battleaxe 'Shiveredge' (171% power, 4 apr) voratun battleaxe 'Shiveredge' (171% power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 nature / +8 blight Damage (radius 1) on hit: +8 blight Damage (radius 2) on crit: +20 acid / +61 nature When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +21 Defense: +21 (+2 eff.) Changes resistances: +9% nature / +3% fire Changes resistances penetration: +26% acid / +31% nature Changes damage: +3% cold Disarm immunity: +57% Knockback immunity: +21% Massive two-handed battleaxes. |
voratun battleaxe 'Tarriledil' (168% power, 4 apr) voratun battleaxe 'Tarriledil' (168% power, 4 apr)Requires: - Magic 48 Infused by nature 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 blight / +4 temporal Damage (radius 2) on crit: +45 lightning / +58 cold When wielded/worn: Accuracy: +21 (+1 eff.) Armour penetration: +19 Physical power: +20 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +9 Con Changes resistances: +6% blight Changes resistances penetration: +20% lightning / +31% cold / +10% temporal / +40% physical Disarm immunity: +49% Movement speed: +66% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
voratun battleaxe 'Urthuran' (171% power, 7 apr) voratun battleaxe 'Urthuran' (171% power, 7 apr)Requires: - Magic 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: 172% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +28 temporal When wielded/worn: Physical crit. chance: +21.0% Physical power: +36 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +2% physical / +19% temporal Changes damage: +6% physical Massive two-handed battleaxes. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 40% Wil, 100% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+1 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Earykor (147% power, 9 apr) Earykor (147% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 88 Damage (Melee): +25 mind When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +24 Physical crit. chance: +15.0% Changes stats: +6 Cun / +7 Wil Changes resistances: +6% acid / +2% physical / +6% mind / +6% light Changes resistances penetration: +12% physical Critical mult.: +35.00% Spell save: +9 (+1 eff.) Sharp, short and deadly. |
Faleran the voratun dagger (173% power, 9 apr) Faleran the voratun dagger (173% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 173% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 123% Changes resistances: +12% fire Mental crit. chance: +3% Sharp, short and deadly. |
Galethel (163% power, 9 apr) Galethel (163% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 163% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +23 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +12% physical Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
Gilivor the voratun dagger (144% power, 9 apr) Gilivor the voratun dagger (144% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 268 fire damage (1/turn) On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +23 cold Damage (radius 2) on crit: +8 blight / +20 mind When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+0 eff.) Changes stats: +2 Cun / +1 Wil Changes resistances penetration: +24% fire Changes damage: +19% fire Equilibrium when hit: +0.16 Maximum psi: +20.00 Sharp, short and deadly. |
Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Ivunn the Darkwinnow (162% power, 9 apr) Ivunn the Darkwinnow (162% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 163% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 darkness Damage (radius 2) on crit: +45 lightning / +23 cold / +4 darkness / +8 arcane When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 8 arcane Changes resistances: +9% darkness Changes resistances penetration: +24% lightning / +22% cold / +5% darkness Movement speed: +50% Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr) Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 70% Wil, 40% Dex, 80% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+0 eff.) Physical power: +15 (+0 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 5 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 140% Mag, 40% Wil Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+1 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 20 power out of 50/50) : Effective talent level: 3.0 Power cost: 20 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 63.83 acid and 68.60 blight damage. If not cleared after five turns it will inflict 389.49 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 61% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 40% Wil, 30% Cun, 85% Mag, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Mercy (143% power, 9 apr) Mercy (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Moon (100% power, 0 apr) Moon (100% power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 100% Range: 1.3x Uses stats: 40% Wil, 20% Dex, 70% Mag Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Orc Feller (156% power, 11 apr) Orc Feller (156% power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 85% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Scaldknave (117% power, 7 apr) Scaldknave (117% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 67 * 25% chance for lightning to strike from the target to a second target dealing 268 damage Damage (Melee): +10 blight When wielded/worn: Physical power: +10 (+0 eff.) Changes stats: +2 Wil / +4 Con Changes resistances: +9% mind / +6% fire Changes resistances penetration: +5% fire / +11% physical Changes damage: +6% mind Critical mult.: +5.00% Disease immunity: +23% Disarm immunity: +22% Mental crit. chance: +2% Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 85% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+0 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 95% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 40% Wil, 100% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (100% power, 0 apr) Star (100% power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 40% Wil, 20% Dex, 70% Mag Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+1 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+1 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 105% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 10 power out of 20/20) : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 633.75 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 95% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+1 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Voidnail the voratun dagger (162% power, 9 apr) Voidnail the voratun dagger (162% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 163% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +20 acid / +41 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +13.0% Physical power: +12 (+0 eff.) Changes resistances: +3% acid / +3% light / +6% blight / +3% cold / +9% mind Changes resistances penetration: +20% acid / +22% nature Changes damage: +6% arcane Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful voratun dagger of enduring (147% power, 9 apr)hateful voratun dagger of enduring (147% power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 95% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +14% Living When wielded/worn: Changes stats: +11 Con / +10 Wil Maximum life: +50.00 Sharp, short and deadly. |
voratun dagger 'Drutodil' (147% power, 9 apr) voratun dagger 'Drutodil' (147% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 light Damage against: +22% Undead When wielded/worn: Accuracy: +50 (+4 eff.) Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Damage when hit (Melee): 6 physical Changes stats: +12 Dex / +5 Con Changes resistances penetration: +15% mind Combat speed: +20% Sharp, short and deadly. |
voratun dagger 'Duvorin' (146% power, 9 apr) voratun dagger 'Duvorin' (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 blight Damage (radius 1) on hit: +18 fire When wielded/worn: Accuracy: +17 (+1 eff.) Physical crit. chance: +15.0% Physical power: +12 (+0 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 67 Damage when hit (Melee): 8 blight Changes stats: +4 Cun / +6 Dex Changes resistances: +3% physical Maximum life: +20.00 Combat speed: +10% Sharp, short and deadly. |
voratun dagger 'Galerain' (165% power, 9 apr) voratun dagger 'Galerain' (165% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 165% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 fire Damage (radius 2) on crit: +12 lightning / +77 fire When wielded/worn: Physical crit. chance: +15.0% Physical power: +10 (+0 eff.) Damage when hit (Melee): 4 acid Changes resistances: +9% acid Changes resistances penetration: +15% acid / +22% fire Changes damage: +9% acid Global speed: +4% Sharp, short and deadly. |
voratun dagger 'Jetidol' (163% power, 9 apr) voratun dagger 'Jetidol' (163% power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 163% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 nature Damage (radius 2) on crit: +8 darkness When wielded/worn: Changes stats: +6 Dex / +3 Wil Changes resistances: +15% acid / +6% darkness / +9% light / +14% lightning / +16% fire / +17% cold / +9% all Spell save: +14 (+1 eff.) Sharp, short and deadly. |
voratun dagger 'Salynne' (162% power, 9 apr) voratun dagger 'Salynne' (162% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 162% Range: 1.3x Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +15 fire Damage (radius 2) on crit: +4 mind / +12 physical When wielded/worn: Changes stats: +5 Con Stamina each turn: +3.10 Mindpower: +10 (+1 eff.) Sharp, short and deadly. |
Belana the voratun greatmaul (178% power, 4 apr) Belana the voratun greatmaul (178% power, 4 apr)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 170% Mag, 40% Wil 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 123% * 20% chance to reduce all saves and defense by 88 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +31 (+2 eff.) Armour penetration: +21 Physical crit. chance: +38.0% Physical power: +21 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +5% arcane / +6% mind Changes resistances penetration: +21% physical Massive two-handed mauls. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)Requires: - Magic 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 10 power out of 20/20) : Effective talent level: 2.6 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Blighted Maul (204% power, 22 apr) Blighted Maul (204% power, 22 apr)Requires: - Magic 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 stats: 190% Mag, 40% Wil 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 67 * Blasts creatures in a radius 1 shockwave around your target for 1254.04 to 3762.12 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 3671.17 to 7342.34 physical damage (based on Strength) to each Activation costs 25 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. |
Bloomzephyr, (175% power, 4 apr) Bloomzephyr, (175% power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stats: 170% Mag, 40% Wil 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 123% Damage (Melee): +30 nature Damage (radius 1) on hit: +8 lightning / +24 fire Damage (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +35 (+3 eff.) Changes stats: +7 Dex Changes resistances: +5% arcane / +15% nature Combat speed: +10% Massive two-handed mauls. |
Dawnslicer the stralite greatmaul (168% power, 3 apr) Dawnslicer the stralite greatmaul (168% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 170% Mag, 40% Wil 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: * 25% chance for lightning to strike from the target to a second target dealing 268 damage Damage (radius 1) on hit: +12 light / +19 fire When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +10 Damage when hit (Melee): 2 light / 2 physical Changes resistances: +6% light Changes resistances penetration: +13% physical Massive two-handed mauls. |
Dream Malleus (180% power, 5 apr) Dream Malleus (180% power, 5 apr)Requires: - Willpower 25 - Magic 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 110% Wil, 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 36% chance to reduce all saves and defense by 88 * 25% chance for lightning to strike from the target to a second target dealing 268 damage * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +27 mind When wielded/worn: Accuracy: +10 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +15 (+1 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Halechik the voratun greatmaul (182% power, 4 apr) Halechik the voratun greatmaul (182% power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 170% Mag, 40% Wil 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: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +33 cold Damage (radius 2) on crit: +80 fire When wielded/worn: Changes resistances: +3% physical Changes resistances penetration: +35% fire Reduces incoming crit damage: 5.00% Cut immunity: +10% Knockback immunity: +20% Life regen: +2.00 Global speed: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Hariromilin the Gorekarma (182% power, 4 apr) Hariromilin the Gorekarma (182% power, 4 apr)Requires: - Magic 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: 182% Range: 1.5x Uses stats: 170% Mag, 40% Wil 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: * 49% chance to reduce all saves and defense by 88 Damage (Melee): +30 mind Damage (radius 2) on crit: +63 acid / +42 nature When wielded/worn: Armour penetration: +35 Physical crit. chance: +21.0% Changes stats: +2 Str / +6 Dex / +11 Wil / +7 Cun Changes resistances penetration: +31% acid / +46% nature Critical mult.: +48.00% Infravision radius: +1 See invisible: +3 Massive two-handed mauls. |
Lelidas (180% power, 5 apr) Lelidas (180% power, 5 apr)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage Damage (Melee): +4 physical / +24 cold When wielded/worn: Changes stats: +6 Str Critical mult.: +5.00% Massive two-handed mauls. |
Obliterator (159% power, 10 apr) Obliterator (159% power, 10 apr)Requires: - Magic 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Pusknave (179% power, 4 apr) Pusknave (179% power, 4 apr)Requires: - Magic 48 Powered by arcane forces 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: 179% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). On weapon hit: * 21% chance to slow global speed by 123% * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 physical When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +17 Physical power: +10 (+0 eff.) Changes stats: +5 Con Changes resistances penetration: +20% all Only die when reaching: -40.00 life Maximum stamina: +20.00 Massive two-handed mauls. |
Spellcrusher (139% power, 4 apr) Spellcrusher (139% power, 4 apr)Requires: - Magic 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+2 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
The Black Maul (182% power, 15 apr) The Black Maul (182% power, 15 apr)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+1 eff.) Physical power: +12 (+0 eff.) Changes damage: +10% all Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 13 power out of 25/25) : Effective talent level: 3.9 Power cost: 13 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 277% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Tirakai's Maul (139% power, 6 apr) Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 5 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Unstoppable Mauler (159% power, 15 apr) Unstoppable Mauler (159% power, 15 apr)Requires: - Magic 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 stats: 170% Mag, 40% Wil 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 (+1 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 9 power out of 18/18) : Effective talent level: 3.9 Power cost: 9 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 135% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Uriragorn (176% power, 4 apr) Uriragorn (176% power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +51 fire When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +3 Physical power: +10 (+0 eff.) Defense: +17 (+2 eff.) Damage when hit (Melee): 10 physical Changes stats: +4 Cun / +3 Dex Reduces incoming crit damage: 10.00% Disarm immunity: +63% Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (193% power, 7 apr) Voratun Hammer of the Deep Bellow (193% power, 7 apr)Requires: - Magic 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 stats: 170% Mag, 40% Wil 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. |
Wildserpent (176% power, 4 apr) Wildserpent (176% power, 4 apr)Requires: - Magic 48 Powered by arcane forces 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: 177% Range: 1.5x Uses stats: 170% Mag, 40% Wil 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 123% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 Damage (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +21 Damage when hit (Melee): 6 nature Changes stats: +2 Str / +6 Mag / +3 Wil Changes resistances penetration: +19% physical Massive two-handed mauls. |
Xerothra the Shadowpierce (178% power, 4 apr) Xerothra the Shadowpierce (178% power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 170% Mag, 40% Wil 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 reduce damage dealt by 69% Damage (Melee): +42 cold / +4 darkness Damage (radius 2) on crit: +4 cold When wielded/worn: Accuracy: +56 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 69% Changes stats: +16 Str / +9 Dex Changes resistances: +6% darkness Changes resistances penetration: +20% darkness Changes damage: +17% physical Combat speed: +10% Massive two-handed mauls. |
Yvutta (190% power, 4 apr) Yvutta (190% power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 191% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 67 Damage (Melee): +28 blight When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +21 Physical power: +5 (+0 eff.) Armour: +8 Changes resistances: +5% arcane Changes resistances penetration: +26% physical Changes damage: +9% arcane Physical save: +6 (+1 eff.) Disease immunity: +49% Massive two-handed mauls. |
Zekhad the voratun greatmaul (183% power, 30 apr) Zekhad the voratun greatmaul (183% power, 30 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 183% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +30 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage Damage Shield penetration (this weapon only): +28% Damage (Melee): +4 temporal Damage (radius 1) on hit: +4 blight Damage (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +34 (+2 eff.) Changes stats: +13 Str Changes resistances: +9% blight Changes damage: +9% temporal / +16% physical Massive two-handed mauls. |
voratun greatmaul 'Noonwilder' (197% power, 25 apr) voratun greatmaul 'Noonwilder' (197% power, 25 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 198% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 88 Damage Shield penetration (this weapon only): +24% When wielded/worn: Accuracy: +34 (+2 eff.) Armour penetration: +13 Defense: +15 (+1 eff.) Changes resistances: +6% light / +6% cold Changes resistances penetration: +21% physical Poison immunity: +10% Stun/Freeze immunity: +20% Massive two-handed mauls. |
Adalewyn the Starhunter (175% power, 4 apr) Adalewyn the Starhunter (175% power, 4 apr)Requires: - Magic 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: 176% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage Damage (Melee): +24 temporal Damage (radius 1) on hit: +12 light When wielded/worn: Accuracy: +31 (+2 eff.) Damage when hit (Melee): 10 light Changes stats: +14 Str / +2 Mag Changes resistances: +3% light / +28% temporal Changes damage: +12% fire / +19% physical Spellpower: +15 (+1 eff.) Massive two-handed swords. |
Blackstone the voratun greatsword (172% power, 4 apr) Blackstone the voratun greatsword (172% power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn * 21% chance to reduce armor by 78% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 acid Damage (radius 1) on hit: +4 acid When wielded/worn: Accuracy: +31 (+2 eff.) Armour penetration: +21 Physical crit. chance: +20.0% Changes stats: +14 Str / +19 Dex / +19 Mag / +14 Wil / +19 Cun / +17 Con Changes resistances: +6% lightning / +3% temporal Changes resistances penetration: +10% acid / +21% all Changes damage: +3% darkness Massive two-handed swords. |
Blindorder (175% power, 4 apr) Blindorder (175% power, 4 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) Damage (Melee): +12 cold / +28 nature Damage (radius 2) on crit: +4 cold When wielded/worn: Damage when hit (Melee): 6 light Changes resistances: +9% light Changes damage: +3% light / +9% cold Light radius: +3 Massive two-handed swords. |
Borosk's Hate (172% power, 22 apr) Borosk's Hate (172% power, 22 apr)Requires: - Magic 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 stats: 170% Mag, 40% Wil 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. |
Ce'Novea the Glacierwake (176% power, 8 apr) Ce'Novea the Glacierwake (176% power, 8 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 Damage (radius 1) on hit: +12 cold / +28 fire When wielded/worn: Accuracy: +20 (+1 eff.) Changes resistances penetration: +20% physical Changes damage: +6% acid Maximum stamina: +20.00 Massive two-handed swords. |
Coalquill the voratun greatsword (175% power, 4 apr) Coalquill the voratun greatsword (175% power, 4 apr)Requires: - Magic 48 Infused by nature 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 darkness Damage (radius 2) on crit: +51 lightning / +48 cold / +21 darkness When wielded/worn: Accuracy: +21 (+1 eff.) Defense: +20 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 10 darkness Changes stats: +20 Con / +19 Wil Changes resistances: +3% fire / +5% arcane / +3% nature Changes resistances penetration: +31% lightning / +23% cold Disarm immunity: +64% Maximum life: +93.00 Movement speed: +70% Massive two-handed swords. |
Colaryem (159% power, 12 apr) Colaryem (159% power, 12 apr)Requires: - Magic 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Corruptionrupture (165% power, 2 apr) Corruptionrupture (165% power, 2 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 165% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 fire Damage (radius 2) on crit: +20 lightning / +31 cold When wielded/worn: Physical power: +14 (+0 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 nature Changes stats: +5 Con Changes resistances: +3% temporal / +6% fire Changes resistances penetration: +24% lightning / +24% cold / +5% nature / +13% physical Changes damage: +3% nature / +3% fire Disarm immunity: +35% Movement speed: +43% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
Cracklepeal the voratun greatsword (175% power, 4 apr) Cracklepeal the voratun greatsword (175% power, 4 apr)Requires: - Magic 48 Infused by nature 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 123% Damage (radius 2) on crit: +63 lightning / +126 fire / +61 cold When wielded/worn: Armour penetration: +17 Physical crit. chance: +20.0% Changes stats: +3 Cun / +2 Str Changes resistances: +3% acid / +9% temporal Changes resistances penetration: +56% lightning / +35% fire / +34% cold Critical mult.: +38.00% Global speed: +13% Movement speed: +67% Massive two-handed swords. |
Dagokalthobar (171% power, 4 apr) Dagokalthobar (171% power, 4 apr)Requires: - Magic 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: 171% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 temporal When wielded/worn: Accuracy: +38 (+3 eff.) Armour penetration: +12 Physical crit. chance: +20.0% Changes stats: +2 Cun / +4 Con Changes resistances: +4% physical / +28% temporal Changes resistances penetration: +19% physical Stamina each turn: +3.00 Massive two-handed swords. |
Dethblyd (182% power, 18 apr) Dethblyd (182% power, 18 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Duviladefang the Blazepain (175% power, 4 apr) Duviladefang the Blazepain (175% power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) Damage (radius 1) on hit: +8 lightning / +16 fire / +8 nature Damage (radius 2) on crit: +8 lightning / +12 cold When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +6% nature Changes resistances penetration: +15% lightning Massive two-handed swords. |
Galdathra (175% power, 4 apr) Galdathra (175% power, 4 apr)Requires: - Magic 48 Infused by nature 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 123% On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +28 nature When wielded/worn: Accuracy: +33 (+2 eff.) Armour penetration: +19 Physical crit. chance: +20.0% Physical power: +21 (+1 eff.) Effects on melee hit: * 21% chance to slow global speed by 123% Changes stats: +3 Wil Changes resistances: +9% cold Changes resistances penetration: +21% physical Light radius: +3 Massive two-handed swords. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)Requires: - Willpower 20 - Magic 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Magic 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stats: 179% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Latafayn (180% power, 5 apr) Latafayn (180% power, 5 apr)Requires: - Magic 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stats: 175% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 5 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Murksun (175% power, 4 apr) Murksun (175% power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 123% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +24 nature Damage (radius 2) on crit: +21 darkness / +8 lightning When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +21 Damage when hit (Melee): 6 darkness Changes resistances penetration: +20% lightning / +19% physical Spell save: +12 (+1 eff.) Massive two-handed swords. |
Salesekira the voratun greatsword (172% power, 4 apr) Salesekira the voratun greatsword (172% power, 4 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 temporal Damage (radius 1) on hit: +20 temporal When wielded/worn: Accuracy: +70 (+5 eff.) Armour penetration: +40 Defense: +21 (+2 eff.) Changes resistances penetration: +41% physical Changes damage: +3% arcane / +6% temporal Disarm immunity: +63% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
Samukalthorohir (161% power, 3 apr) Samukalthorohir (161% power, 3 apr)Requires: - Magic 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stats: 170% Mag, 40% Wil 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: * 30 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 acid Damage (radius 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +17.0% Physical power: +17 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 88 * 10% chance to reduce armor by 78% Changes stats: +9 Con Changes resistances: +3% mind Changes resistances penetration: +5% mind / +13% physical Changes damage: +9% acid / +9% mind Disarm immunity: +39% Massive two-handed swords. |
Shadowkiller (175% power, 4 apr) Shadowkiller (175% power, 4 apr)Requires: - Magic 48 Infused by nature 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 stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 nature Damage (radius 2) on crit: +62 acid / +40 nature When wielded/worn: Accuracy: +30 (+2 eff.) Armour penetration: +19 Effects on melee hit: * 10% chance to reduce damage dealt by 69% Damage when hit (Melee): 6 darkness Changes stats: +9 Str / +5 Mag / +3 Wil Changes resistances penetration: +14% acid / +35% nature Changes damage: +21% physical Spell save: +6 (+1 eff.) Maximum mana: +20.00 Spellpower: +5 (+0 eff.) Massive two-handed swords. |
Silygamira (172% power, 4 apr) Silygamira (172% power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 88 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +52 lightning / +58 cold / +8 mind When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +17 Physical crit. chance: +17.0% Changes resistances: +9% nature / +3% mind Changes resistances penetration: +33% lightning / +16% physical / +35% cold Changes damage: +6% arcane Knockback immunity: +21% Spell crit. chance: +1% Movement speed: +69% Massive two-handed swords. |
Spectral Blade (130% power, 25 apr) Spectral Blade (130% power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+0 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Warmaster Gnarg's Murderblade (172% power, 19 apr) Warmaster Gnarg's Murderblade (172% power, 19 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
voratun greatsword 'Floeviper' (171% power, 4 apr) voratun greatsword 'Floeviper' (171% power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 nature / +21 cold Damage (radius 2) on crit: +20 cold When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Damage when hit (Melee): 4 acid Changes stats: +17 Str / +14 Dex / +12 Mag / +19 Wil / +16 Cun / +13 Con Changes damage: +6% cold Critical mult.: +48.00% Massive two-handed swords. |
voratun greatsword 'Murkviper' (209% power, 4 apr) voratun greatsword 'Murkviper' (209% power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 209% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 nature Damage (radius 2) on crit: +59 lightning / +67 cold / +12 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 123% Changes resistances: +9% nature / +6% cold Changes resistances penetration: +35% lightning / +40% cold Movement speed: +70% Massive two-handed swords. |
voratun greatsword 'Zubonor' (172% power, 4 apr) voratun greatsword 'Zubonor' (172% power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 nature Damage (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +85 (+7 eff.) Armour penetration: +40 Physical crit. chance: +2.0% Physical power: +5 (+0 eff.) Changes resistances penetration: +35% all Critical mult.: +20.00% Mental save: +9 (+0 eff.) Massive two-handed swords. |
Aircast the dragonbone longbow Aircast the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 lightning / +26 fire / +21 cold Damage (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +17 (+1 eff.) Physical crit. chance: +8.0% Changes resistances: +21% lightning Changes damage: +6% lightning / +33% fire / +23% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Longbows are used to shoot arrows at your foes. |
Blackrend BlackrendRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +53 acid / +23 cold When wielded/worn: Changes resistances penetration: +20% cold / +10% mind / +10% darkness Changes damage: +57% acid / +30% cold / +9% darkness Hate when firing a critical mind attack: +5.17 Mental crit. chance: +2% Longbows are used to shoot arrows at your foes. |
Bregigoldir BregigoldirRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 89% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Travel speed: +207% When wielded/worn: Accuracy: +43 (+3 eff.) Armour penetration: +12 Physical crit. chance: +2.0% Ammo reloads per turn: +3 Damage when hit (Melee): 4 mind Changes stats: +9 Mag Changes resistances penetration: +14% physical / +23% temporal / +18% all Changes damage: +15% arcane / +24% physical / +15% mind / +27% temporal Talent cooldown: Arrow Stitching (-1 turn) Spellpower: +20 (+1 eff.) Longbows are used to shoot arrows at your foes. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 67 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+0 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Cyrevea the dragonbone longbow Cyrevea the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +26 acid / +12 blight Damage (radius 2) on crit: +68 lightning / +63 cold / +4 temporal / +8 blight When wielded/worn: Effects on ranged hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +30% lightning / +26% physical / +5% temporal / +38% cold Changes damage: +33% acid / +6% blight Movement speed: +69% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Longbows are used to shoot arrows at your foes. |
Glimmerfurnace the dragonbone longbow Glimmerfurnace the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +30 acid / +27 blight Damage (radius 2) on crit: +8 light When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +14.0% Physical power: +23 (+1 eff.) Effects on ranged hit: * 27% chance to reduce armor by 78% Changes stats: +11 Str Changes resistances: +9% acid Changes damage: +32% acid / +6% light Vim when firing critical spell: +2.66 Maximum vim: +20.00 Longbows are used to shoot arrows at your foes. |
Iseleba IselebaRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +20 temporal Damage (radius 1) on hit: +4 arcane Damage (radius 2) on crit: +48 lightning / +42 cold When wielded/worn: Accuracy: +35 (+3 eff.) Physical crit. chance: +31.0% Changes resistances: +15% temporal Changes resistances penetration: +38% lightning / +26% cold Changes damage: +12% temporal Movement speed: +75% Longbows are used to shoot arrows at your foes. |
Issorin the Scaldcutter Issorin the ScaldcutterRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 10 arcane resource burn Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +18 (+1 eff.) Physical crit. chance: +11.0% Effects on ranged hit: * 20% chance to slow global speed by 123% Changes stats: +11 Dex / +6 Con Changes resistances: +5% arcane / +3% fire Talent mastery: +0.30 Wild-gift / Fungus Spell save: +6 (+1 eff.) It can be used to regenerate 302 life over 5 turns Activation puts all charms on cooldown for 10 turns. Longbows are used to shoot arrows at your foes. |
Malythad MalythadRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +100% When wielded/worn: Physical power: +38 (+2 eff.) Armour: +12 Ammo reloads per turn: +4 Changes stats: +20 Str Equilibrium when hit: +0.08 Mindpower: +5 (+1 eff.) Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Noonhue NoonhueRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +23 lightning / +12 light Damage (radius 1) on hit: +4 light When wielded/worn: Accuracy: +18 (+1 eff.) Physical crit. chance: +9.0% Changes stats: +11 Con Changes resistances: +6% darkness Changes resistances penetration: +5% light Changes damage: +27% lightning Talent mastery: +0.30 Wild-gift / Fungus Physical save: +15 (+1 eff.) Spell save: +9 (+1 eff.) It can be used to regenerate 354 life over 5 turns Activation puts all charms on cooldown for 10 turns. Longbows are used to shoot arrows at your foes. |
Poruranor the Chargerune Poruranor the ChargeruneRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +17.0% Changes resistances: +3% lightning Changes resistances penetration: +38% physical / +5% arcane / +23% temporal Changes damage: +6% lightning / +26% physical / +9% nature / +15% arcane / +26% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Scorchsmasher ScorchsmasherRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (Ranged): +21 cold Damage (radius 2) on crit: +4 fire When wielded/worn: Effects on ranged hit: * 21% chance to reduce damage dealt by 69% Damage when hit (Melee): 6 fire Changes stats: +9 Cun Changes resistances penetration: +23% temporal / +10% fire / +47% physical Changes damage: +21% physical / +3% darkness / +23% temporal Talent cooldown: Arrow Stitching (-1 turn) Combat speed: +10% Longbows are used to shoot arrows at your foes. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+2 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+2 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 1111 to 2222 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
dragonbone longbow 'Poryrille' dragonbone longbow 'Poryrille'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +96 fire When wielded/worn: Accuracy: +18 (+1 eff.) Armour penetration: +12 Physical power: +23 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +7 Cun / +9 Str Changes resistances penetration: +21% all / +38% fire Equilibrium when hit: +0.20 Global speed: +15% Longbows are used to shoot arrows at your foes. |
Acera (140% power, 4 apr) Acera (140% power, 4 apr)Requires: - Magic 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 141% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 15 power out of 30/30) : Effective talent level: 6.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 23% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 171 acid damage in a 4 radius ball. This damage will increase by 132% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Anmalice (158% power, 20 apr) Anmalice (158% power, 20 apr)Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 50% Wil, 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-3 eff.) Mindpower: +9 (+1 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Arthydolen (156% power, 6 apr) Arthydolen (156% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 156% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 darkness / +8 arcane Damage (radius 1) on hit: +20 fire Damage against: +20% Living When wielded/worn: Accuracy: +25 (+2 eff.) Defense: +25 (+2 eff.) Changes stats: +6 Dex Changes resistances: +3% mind Spell save: +6 (+1 eff.) Life regen: +4.14 Only die when reaching: -40.00 life Combat speed: +10% Sharp, long, and deadly. |
Betitha the Strikepierce (153% power, 6 apr) Betitha the Strikepierce (153% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 88 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +13 nature When wielded/worn: Physical power: +13 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +7 Con Changes resistances: +6% mind / +6% lightning Changes resistances penetration: +14% physical Disarm immunity: +23% Sharp, long, and deadly. |
Blade of Distorted Time (150% power, 40 apr) Blade of Distorted Time (150% power, 40 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 1091 temporal damage and slows enemies in radius 6 of the target by 1101% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 5 power out of 10/10) : Effective talent level: 6.0 Power cost: 5 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 106% damage. Then teleport next to a second random enemy, attacking for 106% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Blood-Edge (157% power, 7 apr) Blood-Edge (157% power, 7 apr)Requires: - Magic 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 157% Range: 1.4x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+1 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 10 power out of 20/20) : Effective talent level: 5.2 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Butcher (159% power, 12 apr) Butcher (159% power, 12 apr)Requires: - Magic 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+1 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Corpathus (150% power, 12 apr) Corpathus (150% power, 12 apr)Requires: - Magic 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Dawn's Blade (161% power, 7 apr) Dawn's Blade (161% power, 7 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Power: 162% Range: 1.4x Uses stats: 155% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+0 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 2372.19 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 18 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Elevena the voratun longsword (150% power, 6 apr) Elevena the voratun longsword (150% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 Damage (radius 1) on hit: +14 fire When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% mind Spell save: +15 (+2 eff.) Maximum life: +40.00 Light radius: +2 Sharp, long, and deadly. |
Everpyre Blade (147% power, 10 apr) Everpyre Blade (147% power, 10 apr)Requires: - Magic 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Lustredeath (151% power, 6 apr) Lustredeath (151% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 123% * 25% chance for lightning to strike from the target to a second target dealing 268 damage * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +8 light Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +8 light When wielded/worn: Accuracy: +19 (+1 eff.) Changes stats: +6 Str Changes resistances: +9% nature Changes damage: +3% nature / +13% physical Light radius: +2 Sharp, long, and deadly. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 162% Range: 1.4x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 572.99 arcane and 572.99 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+2 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Perseverance (138% power, 9 apr) Perseverance (138% power, 9 apr)Requires: - Willpower 24 - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Power: 138% Range: 1.4x Uses stats: 60% Wil, 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+2 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Punae's Blade (157% power, 4 apr) Punae's Blade (157% power, 4 apr)Requires: - Magic 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+3 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Radiancevault the voratun longsword (156% power, 6 apr) Radiancevault the voratun longsword (156% power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 156% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17 arcane resource burn * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 darkness Damage (radius 1) on hit: +12 mind When wielded/worn: Physical crit. chance: +9.0% Physical power: +15 (+0 eff.) Changes resistances: +9% darkness / +3% light Changes damage: +6% mind Light radius: +3 Sharp, long, and deadly. |
Shadowshear the voratun longsword (153% power, 6 apr) Shadowshear the voratun longsword (153% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +4 darkness Damage (radius 1) on hit: +21 arcane / +17 fire Damage (radius 2) on crit: +8 arcane / +90 fire When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +19% fire Global speed: +11% Sharp, long, and deadly. |
Starknave (153% power, 6 apr) Starknave (153% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 light / +16 fire When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Changes stats: +6 Dex Changes resistances: +9% light / +6% temporal Changes resistances penetration: +15% temporal Changes damage: +6% light / +3% temporal Critical mult.: +35.00% Combat speed: +10% Sharp, long, and deadly. |
Sword of Potential Futures (133% power, 10 apr) Sword of Potential Futures (133% power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
The Black Spike (159% power, 20 apr) The Black Spike (159% power, 20 apr)Requires: - Magic 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Twilight's Edge (158% power, 7 apr) Twilight's Edge (158% power, 7 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 150% Mag, 40% Wil 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 (+1 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. |
Witch-Bane (152% power, 4 apr) Witch-Bane (152% power, 4 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Antimagic Zone (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
voratun longsword 'Hurymnir' (155% power, 6 apr) voratun longsword 'Hurymnir' (155% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +19 nature / +20 darkness Damage against: +20% Living When wielded/worn: Accuracy: +33 (+2 eff.) Armour penetration: +13 Physical crit. chance: +5.0% Changes resistances: +9% light / +3% fire Changes resistances penetration: +14% physical Critical mult.: +10.00% Sharp, long, and deadly. |
voratun longsword 'Obsidianbrawn' (166% power, 6 apr) voratun longsword 'Obsidianbrawn' (166% power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 166% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness Damage (radius 1) on hit: +16 temporal When wielded/worn: Accuracy: +23 (+2 eff.) Armour penetration: +29 Physical crit. chance: +14.0% Changes resistances: +12% temporal Changes resistances penetration: +15% temporal / +14% all Critical mult.: +22.00% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Sharp, long, and deadly. |
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)Requires: - Magic 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+1 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Dedication (138% power, 6 apr) Dedication (138% power, 6 apr)Requires: - Magic 24 - Cunning 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Power: 138% Range: 1.4x Uses stats: 40% Wil, 140% Mag, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Elita the voratun mace (153% power, 6 apr) Elita the voratun mace (153% power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 154% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +65 (+5 eff.) Armour penetration: +13 Changes stats: +11 Dex Changes resistances: +9% cold / +9% fire / +5% arcane / +9% darkness Changes resistances penetration: +9% physical Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +10% Knockback immunity: +10% Combat speed: +20% Blunt and deadly. |
Emelumina the Eclipsewaker (156% power, 6 apr) Emelumina the Eclipsewaker (156% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +17 nature Damage (radius 2) on crit: +90 fire When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +15 Effects on melee hit: * 20% chance to reduce all saves and defense by 88 * 21% chance to reduce damage dealt by 69% Changes resistances: +6% mind Changes resistances penetration: +23% fire / +15% physical Changes damage: +3% darkness / +3% mind Global speed: +6% Blunt and deadly. |
Frigidmortal the voratun mace (158% power, 6 apr) Frigidmortal the voratun mace (158% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 159% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 268 lightning damage (1/turn) On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +15 (+0 eff.) Changes stats: +15 Str / +11 Dex / +13 Mag / +18 Wil / +10 Cun / +13 Con Changes resistances: +6% cold Changes resistances penetration: +26% lightning Changes damage: +22% lightning Reduces incoming crit damage: 5.00% Light radius: +2 Blunt and deadly. |
Goryzilamas the voratun mace (155% power, 6 apr) Goryzilamas the voratun mace (155% power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +57 (+4 eff.) Armour penetration: +13 Defense: +15 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 78% Damage when hit (Melee): 2 acid Changes stats: +5 Dex Changes resistances: +5% arcane / +9% acid Changes resistances penetration: +5% mind / +13% physical Changes damage: +9% acid / +12% arcane / +6% mind Disarm immunity: +43% Combat speed: +10% Blunt and deadly. |
Haloduldil (156% power, 6 apr) Haloduldil (156% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +18 temporal When wielded/worn: Accuracy: +21 (+1 eff.) Armour penetration: +12 Changes stats: +4 Str / +4 Mag Changes resistances: +15% temporal Changes resistances penetration: +15% physical Infravision radius: +2 See invisible: +6 Blunt and deadly. |
Layynn (157% power, 6 apr) Layynn (157% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 When wielded/worn: Accuracy: +19 (+1 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Damage when hit (Melee): 4 arcane Changes stats: +8 Str Changes resistances: +5% arcane Changes damage: +9% blight / +13% physical / +15% arcane Critical mult.: +35.00% Blunt and deadly. |
Nature's Vengeance (150% power, 4 apr) Nature's Vengeance (150% power, 4 apr)Requires: - Magic 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+0 eff.) It can be used to activate talent Rush (costing 8 power out of 25/25) : Effective talent level: 3.9 Power cost: 8 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Poltergeist's Crooked Club (129% power, 4 apr) Poltergeist's Crooked Club (129% power, 4 apr)Requires: - Magic 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +2 Changes resistances: +2% all An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Poltergeist's Crooked Club (129% power, 4 apr) Poltergeist's Crooked Club (129% power, 4 apr)Requires: - Magic 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Shimmerhunter (169% power, 6 apr) Shimmerhunter (169% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 169% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). When wielded/worn: Accuracy: +17 (+1 eff.) Armour penetration: +9 Damage when hit (Melee): 4 mind Changes resistances: +12% lightning Changes resistances penetration: +5% mind / +10% physical Changes damage: +6% lightning / +6% mind Critical mult.: +20.00% Mental save: +3 (+0 eff.) Blunt and deadly. |
Thunderfall (161% power, 6 apr) Thunderfall (161% power, 6 apr)Requires: - Willpower 30 - Magic 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 30 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Tidebraid the voratun mace (159% power, 6 apr) Tidebraid the voratun mace (159% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 160% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +13 nature When wielded/worn: Physical crit. chance: +15.0% Physical power: +25 (+1 eff.) Changes stats: +7 Con Changes resistances penetration: +5% cold / +11% physical Changes damage: +9% cold / +6% temporal Reduces incoming crit damage: 15.52% Disarm immunity: +35% Infravision radius: +3 See invisible: +6 Blunt and deadly. |
Ureslak's Femur (164% power, 5 apr) Ureslak's Femur (164% power, 5 apr)Requires: - Magic 45 - Dexterity 30 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 164% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Vorekira the voratun mace (156% power, 6 apr) Vorekira the voratun mace (156% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 67 Damage (Melee): +12 blight When wielded/worn: Accuracy: +33 (+2 eff.) Defense: +12 (+1 eff.) Changes stats: +7 Dex / +3 Mag / +4 Wil Critical mult.: +10.00% Disease immunity: +35% Disarm immunity: +34% Maximum mana: +20.00 Combat speed: +10% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Blunt and deadly. |
Xerayassra (158% power, 6 apr) Xerayassra (158% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +39 nature When wielded/worn: Accuracy: +14 (+1 eff.) Defense: +14 (+1 eff.) Changes stats: +3 Wil Changes resistances: +6% lightning / +6% blight Changes resistances penetration: +10% acid Disarm immunity: +44% Only die when reaching: -60.00 life Maximum mana: +100.00 Spell crit. chance: +2% Blunt and deadly. |
voratun mace 'Balimnir' (156% power, 6 apr) voratun mace 'Balimnir' (156% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +44 (+3 eff.) Armour penetration: +29 Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex / +4 Con Changes resistances penetration: +26% all Mental save: +6 (+0 eff.) Silence immunity: +21% Light radius: +1 Blunt and deadly. |
voratun mace 'Darkvein' (171% power, 6 apr) voratun mace 'Darkvein' (171% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 172% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +75 fire When wielded/worn: Accuracy: +21 (+1 eff.) Armour penetration: +15 Damage when hit (Melee): 2 darkness Changes stats: +3 Wil Changes resistances penetration: +12% physical / +25% fire Changes damage: +9% darkness Critical mult.: +10.00% Mental save: +3 (+0 eff.) Equilibrium when hit: +0.04 Mindpower: +15 (+1 eff.) Mental crit. chance: +4% Global speed: +11% Blunt and deadly. |
voratun mace 'Flashsteel' (172% power, 6 apr) voratun mace 'Flashsteel' (172% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 172% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +26 cold When wielded/worn: Accuracy: +16 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +7 Dex Changes resistances: +9% blight / +9% fire Changes damage: +6% blight / +6% fire Combat speed: +10% Blunt and deadly. |
voratun mace 'Shivergrind' (169% power, 6 apr) voratun mace 'Shivergrind' (169% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 169% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Accuracy: +17 (+1 eff.) Damage when hit (Melee): 6 cold Changes stats: +8 Str / +1 Wil Changes damage: +13% physical Critical mult.: +15.00% Equilibrium when hit: +0.04 Psi when hit: +0.16 Mental crit. chance: +2% Blunt and deadly. |
voratun mace 'Toxinmalice' (170% power, 6 apr) voratun mace 'Toxinmalice' (170% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 170% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +33 acid / +45 nature When wielded/worn: Accuracy: +23 (+2 eff.) Armour penetration: +13 Damage when hit (Melee): 4 nature Changes stats: +6 Dex Changes resistances: +9% blight / +9% fire / +15% lightning Changes resistances penetration: +19% acid / +25% nature Changes damage: +9% nature Combat speed: +10% Blunt and deadly. |
Aerylaith (109% power, 32 apr, nature damage) Aerylaith (109% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 109% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +2 Defense: +18 (+2 eff.) Damage (Melee): 3 mind / 9 darkness Changes resistances: +9% darkness Changes resistances penetration: +11% darkness Changes damage: +12% lightning / +8% physical / +11% darkness / +8% cold / +6% mind / +3% arcane Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Blindness immunity: +10% Pinning immunity: +18% Life regen: +4.00 Only die when reaching: -40.00 life Mindpower: +8 (+1 eff.) Mental crit. chance: +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. |
Amethyst of Sanctuary (111% power, 26 apr, mind damage) Amethyst of Sanctuary (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+2 eff.) Maximum psi: +20.00 Mindpower: +14 (+1 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Aryvea the Cracklepain (116% power, 40 apr, nature damage) Aryvea the Cracklepain (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +7 Wil Changes resistances: +9% lightning Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Spell save: +8 (+1 eff.) Life regen: +1.60 Mana each turn: +0.16 Mana when firing critical spell: +2.07 Hate per kill: +4.00 Psi per kill: +4.00 Maximum life: +36.00 Spellpower: +25 (+2 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to inflict 557.47 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 10 turns. 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. |
Bethyldanne the Pitchsun (112% power, 40 apr, nature damage) Bethyldanne the Pitchsun (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness Damage (radius 1) on hit: +8 darkness When wielded/worn: Damage (Melee): 8 lightning / 8 physical / 10 cold / 9 acid / 9 fire Damage when hit (Melee): 10 darkness Changes resistances: +10% lightning / +9% physical / +3% darkness / +10% cold / +9% fire / +6% mind / +9% acid Changes resistances penetration: +10% mind / +25% nature Changes damage: +7% mind / +12% darkness Talent granted: +1 Attune Mindstar Psi when hit: +2.20 Mindpower: +21 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +24% 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. |
Bloomsoul (94% power, 13 apr, nature damage) Bloomsoul (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 20 power out of 40/40) : Effective talent level: 1.3 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 524 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Bokivor (129% power, 40 apr, mind damage) Bokivor (129% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 129% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 67 Damage Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +10 (+0 eff.) Physical power: +10 (+0 eff.) Damage (Melee): 14 physical / 14 mind / 9 darkness Changes stats: +1 Con Changes resistances: +17% physical Changes resistances penetration: +15% physical Changes damage: +20% physical / +9% mind / +9% darkness Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +5.00 Psi per kill: +4.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to inflict 554.26 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 10 turns. 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. |
Charged Focus (100% power, 24 apr, lightning damage) Charged Focus (100% power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+0 eff.) Maximum psi: +30.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Core of the Forge (127% power, 40 apr, dreamforge damage) Core of the Forge (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+0 eff.) Physical power: +10 (+0 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 12 power out of 30/30) : Effective talent level: 3.9 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 141.88 mind damage, 153.81 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 13.72 mind and 14.88 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eilinara the Floevein (112% power, 40 apr, mind damage) Eilinara the Floevein (112% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 cold When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% mind / +6% acid Changes resistances penetration: +10% mind Changes damage: +3% acid / +12% cold / +7% mind Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Psi when hit: +1.80 Hate per kill: +4.00 Psi per kill: +5.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +5% Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +51 Damage Resonance (when hit): +20% It can be used to inflict 557.47 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 10 turns. 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. |
Elarabeth the Morninggrinder (115% power, 40 apr, nature damage) Elarabeth the Morninggrinder (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 278 Manaburn damage and puts 1 random spell talent on cooldown for 14 turns (checks Confusion immunity) Damage (Melee): +4 light Damage (radius 2) on crit: +16 nature When wielded/worn: Changes resistances penetration: +10% light / +20% nature Changes damage: +3% light Talent granted: +1 Attune Mindstar Mental save: +9 (+0 eff.) Maximum psi: +44.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +56 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. |
Eyal's Will (124% power, 40 apr, nature damage) Eyal's Will (124% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+2 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 15 power out of 30/30) : Effective talent level: 3.9 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 14, doing 261.64 slime damage for 26 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of Summer (94% power, 18 apr, fire damage) Eye of Summer (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Eye of the Wyrm (113% power, 24 apr, physical damage) Eye of the Wyrm (113% power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 113% Range: 1.1x Uses stats: 90% Wil, 70% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% fire / 20% cold / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes resistances: +10% acid / +10% physical / +10% cold / +10% fire / +10% lightning Changes damage: +12% lightning / +12% physical / +12% cold / +12% fire / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+1 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 15 power out of 30/30) : Effective talent level: 5.2 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 2805.23 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Firemoon the living mindstar (111% power, 40 apr, nature damage) Firemoon the living mindstar (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 arcane When wielded/worn: Armour: +19 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 18 cold / 15 mind / 15 darkness Damage when hit (Melee): 2 arcane Changes stats: +8 Cun / +3 Wil Changes resistances: +15% cold Changes resistances penetration: +5% lightning / +20% cold / +15% fire Changes damage: +8% darkness / +3% blight / +6% fire / +9% mind / +20% cold Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Maximum mana: +20.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Shield penetration: +20% 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. |
Glintspitter the living mindstar (113% power, 40 apr, nature damage) Glintspitter the living mindstar (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 physical When wielded/worn: Armour: +2 Damage when hit (Melee): 6 light Changes stats: +2 Str / +4 Dex / +15 Wil / +6 Cun Changes resistances: +16% physical Changes resistances penetration: +20% physical Changes damage: +25% physical Talent granted: +1 Attune Mindstar Spell save: +7 (+1 eff.) Only die when reaching: -40.00 life Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
Great Caller (100% power, 18 apr, nature damage) Great Caller (100% power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+1 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Ivith the Weepwill (114% power, 40 apr, mind damage) Ivith the Weepwill (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +16.0% Attack speed: 100% On weapon hit: * 14% chance to slow global speed by 123% * 19% chance to reduce armor by 78% Damage (radius 1) on hit: +12 nature When wielded/worn: Changes resistances penetration: +25% nature Changes damage: +22% lightning / +16% fire / +21% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Mental save: +7 (+0 eff.) Maximum psi: +49.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Infravision radius: +3 It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. |
Kinetic Focus (88% power, 18 apr, physical damage) Kinetic Focus (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Magmavault the living mindstar (113% power, 40 apr, nature damage) Magmavault the living mindstar (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +4 fire When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +6 Wil Changes resistances: +9% blight / +6% fire Changes resistances penetration: +5% blight Changes damage: +6% blight / +18% fire Talent granted: +1 Attune Mindstar Spell save: +9 (+1 eff.) Mental save: +10 (+1 eff.) Maximum psi: +48.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +25% Heals friendly targets nearby when you use a nature summon: +50 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. |
Nexus of the Way (124% power, 40 apr, mind damage) Nexus of the Way (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+2 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 30 power out of 60/60) : Effective talent level: 1.3 Power cost: 30 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 235 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Oozing Heart (115% power, 25 apr, nature slow damage) Oozing Heart (115% power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+2 eff.) Mindpower: +12 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 10 power out of 20/20) : Effective talent level: 2.6 Power cost: 10 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 961.27 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Poruwe the Nimbuspyre (114% power, 40 apr, nature damage) Poruwe the Nimbuspyre (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 lightning / +4 arcane Damage (radius 2) on crit: +12 lightning When wielded/worn: Damage (Melee): 9 lightning / 10 physical / 10 cold / 6 acid / 8 fire Changes stats: +6 Cun Changes resistances: +21% lightning / +7% physical / +10% fire / +10% cold / +4% acid Changes resistances penetration: +7% acid / +10% fire / +9% cold / +10% physical Changes damage: +15% acid / +14% physical / +13% fire / +9% arcane / +15% cold Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +35 Max wilder summons: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Psionic Fury (104% power, 25 apr, mind damage) Psionic Fury (104% power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 105% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+1 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 2043.06 mind damage (based on Willpower) to all within radius 5 Activation costs 20 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Radhoroddandil (113% power, 40 apr, nature damage) Radhoroddandil (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 14 lightning Changes stats: +7 Str / +7 Dex / +6 Mag / +5 Wil / +14 Cun / +6 Con Changes resistances: +23% lightning / +6% nature Changes resistances penetration: +17% lightning Changes damage: +20% lightning Talent granted: +1 Attune Mindstar Critical mult.: +23.00% Mental save: +10 (+1 eff.) Disarm immunity: +10% Pinning immunity: +21% Teleport immunity: +20% Maximum life: +20.00 Maximum psi: +45.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
Seeds of the Black Tree (115% power, 27 apr, darkness damage) Seeds of the Black Tree (115% power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 80% Wil, 80% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+1 eff.) Spell crit. chance: +12% Mindpower: +12 (+1 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 4 power out of 8/8) : Effective talent level: 2.6 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 1045.96 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Sleetstriker (116% power, 40 apr, nature damage) Sleetstriker (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 cold Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +8 cold When wielded/worn: Changes resistances: +35% mind / +21% cold Changes resistances penetration: +8% mind Changes damage: +9% mind / +6% cold Talent granted: +1 Attune Mindstar Mental save: +10 (+1 eff.) Psi each turn: +1.50 Psi when hit: +2.50 Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +43 Damage Resonance (when hit): +14% 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. |
Tarredodir (113% power, 40 apr, mind damage) Tarredodir (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +16 arcane When wielded/worn: Defense: +10 (+1 eff.) Damage (Melee): 12 lightning / 17 fire Damage when hit (Melee): 2 blight Changes stats: +5 Str / +5 Dex / +4 Mag / +7 Wil / +6 Cun / +6 Con Changes resistances: +16% lightning / +16% fire Changes resistances penetration: +16% lightning / +17% fire Changes damage: +17% lightning / +9% fire Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 5.00% Physical save: +8 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +8 (+0 eff.) Mana each turn: +0.04 Equilibrium when hit: +2.50 Vim when firing critical spell: +2.00 Maximum life: +40.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +8% Damage Shield penetration: +20% 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. |
Thermal Focus (109% power, 32 apr, fire damage) Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Zubumina the Pyrestone (114% power, 40 apr, mind damage) Zubumina the Pyrestone (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +5% arcane / +6% nature / +28% mind Changes resistances penetration: +20% fire Talent granted: +1 Attune Mindstar Spell save: +10 (+1 eff.) Mental save: +7 (+0 eff.) Disarm immunity: +10% Psi each turn: +1.00 Maximum psi: +49.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +60 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% 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. |
living mindstar 'Blazejam' (111% power, 40 apr, nature damage) living mindstar 'Blazejam' (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +4 lightning When wielded/worn: Damage (Melee): 20 acid Damage when hit (Melee): 6 lightning Changes resistances: +9% acid / +12% cold / +3% lightning Changes resistances penetration: +13% acid Changes damage: +33% lightning / +25% fire / +16% acid / +20% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +5% 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. |
living mindstar 'Getahir' (112% power, 40 apr, nature damage) living mindstar 'Getahir' (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind Damage (radius 1) on hit: +12 mind When wielded/worn: Damage (Melee): 38 mind / 39 darkness Changes damage: +28% mind / +21% darkness Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Maximum hate: +4.00 Mindpower: +15 (+1 eff.) Mental crit. chance: +8% 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. |
living mindstar 'Turakath' (115% power, 40 apr, mind damage) living mindstar 'Turakath' (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 blight When wielded/worn: Changes stats: +1 Str Changes resistances: +7% mind Changes resistances penetration: +8% mind Changes damage: +33% mind Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Psi when hit: +2.10 Psi when firing a critical mind attack: +3.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Light radius: +3 See invisible: +6 Damage Resonance (when hit): +10% 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. |
living mindstar 'Urezilarach' (115% power, 43 apr, nature damage) living mindstar 'Urezilarach' (115% power, 43 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Damage (Melee): 17 physical Changes stats: +4 Cun / +4 Wil Changes resistances: +28% physical Changes resistances penetration: +10% blight / +29% physical Changes damage: +6% blight / +28% physical Talent granted: +1 Attune Mindstar Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +20 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +60 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. |
living mindstar 'Yvasena' (114% power, 40 apr, nature damage) living mindstar 'Yvasena' (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 67 Damage (radius 2) on crit: +12 mind When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 78% Changes resistances: +6% blight Changes resistances penetration: +8% acid / +5% fire / +9% cold / +10% physical Changes damage: +18% acid / +14% physical / +3% blight / +10% fire / +13% cold Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Life regen: +2.00 Hate per kill: +4.00 Psi per kill: +5.00 Maximum life: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +45 Max wilder summons: +3 It can be used to inflict 555.33 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 10 turns. 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. |
This item will automatically be transmogrified when you leave the level. living mindstar of storms (113% power, 40 apr, nature damage)living mindstar of storms (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning Changes stats: +6 Str / +5 Dex / +4 Mag / +5 Wil / +4 Cun / +5 Con Changes resistances: +13% lightning Changes resistances penetration: +17% lightning Changes damage: +11% lightning Talent granted: +1 Attune Mindstar Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level. living mindstar of venom (112% power, 40 apr, nature damage)living mindstar of venom (112% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 13 acid Changes resistances: +13% acid Changes resistances penetration: +15% acid Changes damage: +13% acid Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
Boltspawner BoltspawnerRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to reduce armor by 78% Damage (Ranged): +8 lightning Damage (radius 2) on crit: +39 acid / +28 nature When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +29 Changes stats: +3 Dex / +15 Wil / +14 Con Changes resistances penetration: +20% acid / +18% nature / +14% all Changes damage: +6% acid Reduces incoming crit damage: 5.00% Maximum life: +91.00 Infravision radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Burnquick the drakeskin leather sling Burnquick the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to slow global speed by 123% Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +36 acid / +38 nature When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +28 Physical power: +11 (+0 eff.) Changes stats: +7 Str Changes resistances: +5% arcane / +9% darkness Changes resistances penetration: +19% acid / +17% nature / +13% all Changes damage: +12% fire Spell save: +15 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Cinderumbra the drakeskin leather sling Cinderumbra the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +13 cold Damage (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +14.0% Ammo reloads per turn: +4 Changes stats: +7 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% temporal / +13% physical Changes damage: +13% physical / +9% temporal / +15% fire / +9% mind / +19% cold Talent mastery: +0.20 Chronomancy / Bow Threading Hate when firing a critical mind attack: +2.00 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Cyrobrebeth the Frostvile Cyrobrebeth the FrostvileRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 cold When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +14.0% Effects on ranged hit: * 25 arcane resource burn Changes stats: +6 Wil / +5 Cun / +6 Con Changes resistances: +15% darkness Changes resistances penetration: +10% lightning / +15% cold Changes damage: +9% cold Talent masteries: +0.20 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Mindpower: +7 (+1 eff.) It can be used to regenerate 156 life over 5 turns Activation puts all charms on cooldown for 10 turns. Slings are used to hurl stones or metal shots at your foes. |
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+1 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 4 power out of 8/8) : Effective talent level: 3.9 Power cost: 4 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 144% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Hathasadunafast the Blazeenvy Hathasadunafast the BlazeenvyRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +29 lightning / +41 cold When wielded/worn: Armour: +8 Changes stats: +13 Con Changes resistances: +3% acid / +3% fire Changes resistances penetration: +25% lightning / +19% cold Changes damage: +6% light Talent mastery: +0.40 Wild-gift / Fungus Disarm immunity: +21% Movement speed: +50% It can be used to regenerate 904 life over 5 turns Activation puts all charms on cooldown for 10 turns. Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 8 power out of 16/16) : Effective talent level: 6.0 Power cost: 8 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 231% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Toradraldil the Glintslice Toradraldil the GlintsliceRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 89% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +207% Damage (Ranged): +44 lightning When wielded/worn: Accuracy: +30 (+2 eff.) Physical crit. chance: +12.0% Physical power: +15 (+0 eff.) Ammo reloads per turn: +4 Changes resistances: +6% light Changes damage: +38% lightning Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Mohell' drakeskin leather sling 'Mohell'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +100% Damage (Ranged): +4 temporal When wielded/worn: Accuracy: +26 (+2 eff.) Armour penetration: +2 Physical crit. chance: +19.0% Armour: +2 Ammo reloads per turn: +4 Changes stats: +2 Str / +6 Mag / +2 Con Changes resistances penetration: +9% temporal / +15% physical Changes damage: +9% temporal / +24% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Aludur the Strikequick (136% power, 6 apr, darkness element) Aludur the Strikequick (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +3% lightning / +3% mind Changes resistances penetration: +10% lightning Changes damage: +30% darkness / +6% lightning Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +46% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)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 stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% 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 (+3 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 100 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." |
Betebreriaba the Unlightsmasher (136% power, 6 apr, lightning element) Betebreriaba the Unlightsmasher (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +9.0% Physical power: +12 (+0 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 69% Damage when hit (Melee): 4 darkness Changes stats: +7 Con Changes resistances: +9% lightning / +6% temporal / +5% arcane / +6% cold Changes damage: +30% lightning Talent granted: +1 Command Staff Physical save: +12 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +13 (+1 eff.) Life regen: +2.00 Spellpower: +33 (+2 eff.) Spell crit. chance: +12% Healing mod.: +28% Staves designed for wielders of magic, by the greats of the art. |
Blindsage the dragonbone vilestaff (136% power, 6 apr, acid element) Blindsage the dragonbone vilestaff (136% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 10% chance to reduce all saves and defense by 88 Damage (Melee): 45 arcane Changes resistances: +6% mind Changes resistances penetration: +10% arcane / +10% mind Changes damage: +30% acid / +6% light / +30% blight / +30% fire / +30% darkness Talent granted: +1 Command Staff Maximum mana: +120.00 Spellpower: +45 (+3 eff.) Spell crit. chance: +5% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Bokekalthobar the Glimmerwilter (150% power, 6 apr, physical element) Bokekalthobar the Glimmerwilter (150% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 27 fire Damage when hit (Melee): 4 fire Changes resistances: +9% light / +20% physical Changes resistances penetration: +15% light Changes damage: +12% light / +40% physical Talent granted: +1 Command Staff Critical mult.: +26.00% Spellpower: +28 (+2 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (176% power, 10 apr, physical element) Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+0 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+1 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 5 power out of 20/20) : Effective talent level: 3.4 Power cost: 5 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 98% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Brandidol (136% power, 6 apr, arcane element) Brandidol (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes resistances: +9% lightning / +9% fire / +6% nature / +1% physical Changes resistances penetration: +10% fire / +5% temporal Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +40.00% Reduces incoming crit damage: 10.00% Mana each turn: +0.25 Maximum mana: +100.00 Spellpower: +37 (+3 eff.) Spell crit. chance: +5% See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
Carrionstrike the dragonbone vilestaff (136% power, 6 apr, darkness element) Carrionstrike the dragonbone vilestaff (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +10% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 67 Damage (Melee): 29 fire Damage when hit (Melee): 8 nature Changes resistances: +6% nature Changes resistances penetration: +20% nature Changes damage: +36% darkness Talent granted: +1 Command Staff Critical mult.: +37.00% Physical save: +11 (+1 eff.) Vim when firing critical spell: +6.00 Maximum vim: +36.00 Spellpower: +30 (+2 eff.) Spell crit. chance: +14% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
Chalugar (136% power, 6 apr, cold element) Chalugar (136% power, 6 apr, cold element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+1 eff.) Physical crit. chance: +17.0% Physical power: +26 (+1 eff.) Defense: +14 (+1 eff.) Changes resistances: +3% lightning / +3% light / +6% blight / +12% fire / +6% nature Changes damage: +6% mind / +30% cold Talent granted: +1 Command Staff Equilibrium when hit: +0.12 Spellpower: +31 (+2 eff.) Spell crit. chance: +12% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 3.6 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 437.31 light damage. Staves designed for wielders of magic, by the greats of the art. |
Crackleorder the dragonbone starstaff (136% power, 6 apr, light element) Crackleorder the dragonbone starstaff (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% lightning / +15% light Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.38 Psi when hit: +0.12 Vim when firing critical spell: +6.00 Maximum mana: +100.00 Maximum psi: +20.00 Maximum vim: +40.00 Spellpower: +22 (+1 eff.) Spell crit. chance: +14% Mental crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (113% power, 4 apr, physical element) Crystal Shard (113% power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+1 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 23 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Eclipse (117% power, 4 apr, darkness element) Eclipse (117% power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Emarena the dragonbone starstaff (136% power, 6 apr, physical element) Emarena the dragonbone starstaff (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +11 (+1 eff.) Changes resistances: +12% mind Maximum wards: +3 physical Changes resistances penetration: +10% mind Changes damage: +3% blight / +30% physical / +3% arcane Talents granted: +3 Ward +1 Command Staff Mana each turn: +0.34 Mana when firing critical spell: +1.00 Vim when firing critical spell: +6.00 Maximum mana: +71.00 Maximum vim: +27.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +26 (+2 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
Fulygorn the dragonbone starstaff (136% power, 6 apr, darkness element) Fulygorn the dragonbone starstaff (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +28 (+2 eff.) Changes stats: +3 Mag Changes resistances: +3% mind Maximum wards: +3 darkness Changes damage: +30% darkness Talents granted: +4 Ward +1 Command Staff Spell save: +6 (+1 eff.) Mana each turn: +0.68 Spellpower: +31 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +20% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 15 turns. Staves designed for wielders of magic, by the greats of the art. |
Glomida (152% power, 6 apr, cold element) Glomida (152% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +7 (+1 eff.) Changes stats: +2 Mag Changes resistances: +5% arcane Maximum wards: +2 cold Changes resistances penetration: +16% arcane Changes damage: +42% cold Talents granted: +5 Ward +1 Command Staff Mana each turn: +0.12 Vim when firing critical spell: +5.00 Maximum vim: +89.00 Spellpower: +29 (+2 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (136% power, 8 apr, physical element) Gravitational Staff (136% power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+2 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 7 power out of 14/14) : Effective talent level: 4.5 Power cost: 7 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 633.75 physical (gravity) damage. Each target moved beyond the first increases the damage by 79.22 (up to a maximum of 316.88 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Hellriver (136% power, 6 apr, blight element) Hellriver (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +12% blight Changes resistances penetration: +10% fire Changes damage: +36% blight Talent granted: +1 Command Staff Reduces incoming crit damage: 18.73% Physical save: +15 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +21 (+2 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +36.00 Spellpower: +37 (+3 eff.) Spell crit. chance: +21% It can be used to conjure elemental energy in a radius 10 cone, dealing 1029.05 to 1234.86 blight damage Activation puts all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
Isluth the Blackpeal (136% power, 6 apr, fire element) Isluth the Blackpeal (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +26 (+2 eff.) Physical crit. chance: +18.0% Physical power: +29 (+1 eff.) Defense: +13 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% fire / +15% nature / +3% light Changes damage: +12% darkness / +30% fire Talent granted: +1 Command Staff Spellpower: +34 (+2 eff.) Spell crit. chance: +11% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 3.6 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 437.31 light damage. Staves designed for wielders of magic, by the greats of the art. |
Ivyriarin (136% power, 6 apr, light element) Ivyriarin (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +10% Defense: +25 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +15% mind Changes damage: +30% light / +16% mind Talent granted: +1 Command Staff Physical save: +12 (+1 eff.) Vim when firing critical spell: +6.00 Maximum vim: +38.00 Spellpower: +33 (+2 eff.) Spell crit. chance: +14% Infravision radius: +3 Damage Shield penetration: +25% Damage Shield Power: +17% Staves designed for wielders of magic, by the greats of the art. |
Kedan the dragonbone magestaff (136% power, 6 apr, arcane element) Kedan the dragonbone magestaff (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 88 Damage when hit (Melee): 6 mind Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +45% arcane / +9% mind Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +19 Spellpower: +22 (+1 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% Damage Shield Power: +18% Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (100% power, 0 apr, fire element) Kor's Fall (100% power, 0 apr, fire element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+0 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 3 power out of 6/6) : Effective talent level: 4.5 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 706.94 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (1414). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Lelisus (136% power, 6 apr, blight element) Lelisus (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 blight Changes damage: +30% blight Talent granted: +1 Command Staff Physical save: +10 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+1 eff.) Mana when firing critical spell: +2.07 Spellpower on spell critical (stacks up to 3 times): +18 Maximum vim: +30.00 Spellpower: +49 (+3 eff.) Spell crit. chance: +12% It can be used to conjure elemental energy in a radius 10 cone, dealing 1029.05 to 1234.86 blight damage Activation puts all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
Lorerig the Skyroar (136% power, 6 apr, arcane element) Lorerig the Skyroar (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 8 lightning / 6 mind Changes resistances: +15% darkness / +15% temporal Changes resistances penetration: +15% arcane / +15% temporal Changes damage: +30% arcane / +15% temporal Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Light radius: +5 Defense after a teleport: +15 Resist all after a teleport: +24% New effects duration reduction after a teleport: +25% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.8 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 320.28 light damage. Staves designed for wielders of magic, by the greats of the art. |
Lustrezeal the dragonbone magestaff (136% power, 6 apr, arcane element) Lustrezeal the dragonbone magestaff (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+1 eff.) Defense: +23 (+2 eff.) Changes stats: +1 Mag Changes resistances penetration: +10% arcane Changes damage: +30% lightning / +9% light / +30% fire / +30% arcane / +30% cold Talent granted: +1 Command Staff Stamina each turn: +2.00 Mana when firing critical spell: +2.07 Spellpower on spell critical (stacks up to 3 times): +13 Spellpower: +34 (+2 eff.) Spell crit. chance: +5% Damage Shield penetration: +26% Damage Shield Power: +13% Staves designed for wielders of magic, by the greats of the art. |
Mardayaran the dragonbone starstaff (136% power, 6 apr, temporal element) Mardayaran the dragonbone starstaff (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 32 fire Changes stats: +9 Mag / +2 Wil / +9 Cun / +8 Con Changes resistances: +9% acid / +9% nature Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +57.00% Blindness immunity: +20% Poison immunity: +20% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +44.00 Maximum neg.energy: +45.00 Spellpower: +32 (+2 eff.) Spell crit. chance: +5% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
Mardudrakan (136% power, 6 apr, fire element) Mardudrakan (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 67 Changes stats: +6 Mag / +4 Wil / +6 Con Changes resistances: +15% mind / +15% fire Changes resistances penetration: +10% blight Changes damage: +9% mind / +30% fire Talent granted: +1 Command Staff Life regen: +2.00 Maximum mana: +66.00 Spellpower: +31 (+2 eff.) Spell crit. chance: +5% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
Neremiwen the Brightspire (136% power, 6 apr, temporal element) Neremiwen the Brightspire (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +11 (+1 eff.) Changes stats: +3 Cun / +6 Con Changes resistances: +15% darkness / +13% temporal Maximum wards: +3 temporal Changes resistances penetration: +10% light Changes damage: +30% temporal / +9% light / +15% mind Talents granted: +4 Ward +1 Command Staff Life regen: +2.00 Equilibrium when hit: +0.08 Maximum hate: +2.00 Spellpower: +22 (+1 eff.) Spell crit. chance: +5% Infravision radius: +3 Healing mod.: +30% Defense after a teleport: +25 Resist all after a teleport: +24% New effects duration reduction after a teleport: +22% Staves designed for wielders of magic, by the greats of the art. |
Penitence (111% power, 4 apr, lightning element) Penitence (111% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% lightning Damage affinity(heal): +20% lightning Talent granted: +1 Command Staff Spell save: +15 (+2 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +10% It can be used to cure up to 9 diseases or poisons (based on Magic) Activation costs 5 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Plague-Fire Sceptre (127% power, 4 apr, physical element) Plague-Fire Sceptre (127% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+2 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 8 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+3 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Satyrclash the dragonbone magestaff (136% power, 6 apr, cold element) Satyrclash the dragonbone magestaff (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +6 Changes stats: +3 Str / +11 Mag / +9 Wil / +2 Con Changes resistances: +9% nature Changes resistances penetration: +15% fire / +15% physical Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Maximum mana: +185.00 Spellpower: +37 (+3 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
Scaldbearer (136% power, 6 apr, physical element) Scaldbearer (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +18 (+2 eff.) Changes resistances penetration: +5% blight / +10% fire / +10% arcane / +15% physical Changes damage: +12% blight / +30% physical / +15% arcane / +3% fire Talent granted: +1 Command Staff Spellpower: +39 (+3 eff.) Spell crit. chance: +5% Damage Shield penetration: +20% Damage Shield Power: +20% Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (150% power, 12 apr, darkness element) Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Advanced necrotic minions Spellpower: +40 (+3 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Splendourtyphoon the dragonbone vilestaff (136% power, 6 apr, darkness element) Splendourtyphoon the dragonbone vilestaff (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 88 Changes stats: +5 Mag / +5 Wil Changes resistances: +15% darkness Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +30% darkness / +16% light Talent granted: +1 Command Staff Maximum mana: +84.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +17% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element) Staff of Arcane Supremacy (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+1 eff.) It can be used to activate talent Arcane Supremacy (costing 10 power out of 20/20) : Effective talent level: 3.9 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Staff of Bones (120% power, 4 apr, darkness element) Staff of Bones (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+1 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Staff of Destruction (120% power, 4 apr, fire element) Staff of Destruction (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+0 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Strikeclamor the dragonbone vilestaff (136% power, 6 apr, acid element) Strikeclamor the dragonbone vilestaff (136% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Changes stats: +5 Mag / +4 Wil / +11 Con Changes resistances penetration: +40% physical Changes damage: +30% acid / +6% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Life regen: +1.60 Only die when reaching: -20.00 life Maximum mana: +100.00 Spellpower: +31 (+2 eff.) Spell crit. chance: +19% Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. |
Tarrurath the Bogvortex (136% power, 6 apr, cold element) Tarrurath the Bogvortex (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +9.0% Physical power: +14 (+0 eff.) Effects on melee hit: * 21% chance to slow global speed by 123% Damage when hit (Melee): 6 arcane Changes stats: +6 Mag / +6 Wil Changes damage: +30% cold / +16% arcane / +9% nature Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +185.00 Spellpower: +33 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Power: 66% Range: 1.2x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+0 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Veloth the Tidewreck (136% power, 6 apr, temporal element) Veloth the Tidewreck (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+1 eff.) Damage (Melee): 24 fire Changes stats: +1 Wil Changes resistances penetration: +5% lightning / +5% mind Changes damage: +16% cold / +30% temporal Talent granted: +1 Command Staff Critical mult.: +55.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +32 (+2 eff.) Spell crit. chance: +5% See invisible: +18 Damage Shield penetration: +30% Damage Shield Power: +17% Staves designed for wielders of magic, by the greats of the art. |
Voidspiker the dragonbone magestaff (136% power, 6 apr, lightning element) Voidspiker the dragonbone magestaff (136% power, 6 apr, lightning element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+2 eff.) Physical crit. chance: +17.0% Physical power: +27 (+1 eff.) Effects on melee hit: * 21% chance to slow global speed by 123% Changes resistances: +3% fire / +3% light / +15% nature Changes resistances penetration: +5% darkness Changes damage: +30% lightning / +6% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +33 (+2 eff.) Spell crit. chance: +21% Staves designed for wielders of magic, by the greats of the art. |
Voidtouch (136% power, 6 apr, cold element) Voidtouch (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +6 Mag / +3 Cun / +1 Con Changes resistances: +10% darkness / +13% temporal Changes resistances penetration: +20% mind Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +21.00% Mental save: +6 (+0 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +7 Hate when firing a critical mind attack: +2.00 Maximum vim: +33.00 Maximum neg.energy: +26.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +20 Resist all after a teleport: +13% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
Vorenor (136% power, 6 apr, fire element) Vorenor (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +30 (+2 eff.) Maximum wards: +2 fire Changes damage: +12% physical / +9% mind / +30% fire Talents granted: +5 Ward +1 Command Staff Equilibrium when hit: +0.04 Spellpower: +23 (+1 eff.) Spell crit. chance: +17% Mindpower: +25 (+2 eff.) Mental crit. chance: +1% Damage Shield penetration: +23% Damage Shield Power: +18% Staves designed for wielders of magic, by the greats of the art. |
Xanonn the dragonbone starstaff (136% power, 6 apr, temporal element) Xanonn the dragonbone starstaff (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+2 eff.) Physical power: +10 (+0 eff.) Damage when hit (Melee): 6 physical Changes stats: +3 Dex Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +14 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +14 (+1 eff.) Mana each turn: +0.35 Only die when reaching: -60.00 life Maximum mana: +74.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +27% Staves designed for wielders of magic, by the greats of the art. |
Xerigann (136% power, 6 apr, acid element) Xerigann (136% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% lightning / +9% cold Changes resistances penetration: +15% acid Changes damage: +30% acid Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Only die when reaching: -40.00 life Maximum hate: +4.00 Maximum vim: +38.00 Spellpower: +42 (+3 eff.) Spell crit. chance: +14% Mindpower: +25 (+2 eff.) See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
Zanyntir the Airstinger (136% power, 6 apr, arcane element) Zanyntir the Airstinger (136% power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +26 (+2 eff.) Physical crit. chance: +16.0% Physical power: +29 (+1 eff.) Defense: +15 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 123% * 10 arcane resource burn Changes resistances: +3% blight / +6% temporal / +6% nature Changes damage: +30% arcane / +3% lightning Talent granted: +1 Command Staff Spell save: +6 (+1 eff.) Spellpower: +30 (+2 eff.) Spell crit. chance: +12% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 3.6 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 437.31 light damage. Staves designed for wielders of magic, by the greats of the art. |
Zubyma (136% power, 6 apr, fire element) Zubyma (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +9 (+1 eff.) Damage (Melee): 35 fire Changes resistances: +12% acid / +12% cold / +6% light Maximum wards: +3 fire Changes damage: +3% blight / +30% fire Talents granted: +4 Ward +1 Command Staff Critical mult.: +40.00% Cut immunity: +10% Mana each turn: +0.39 Maximum mana: +100.00 Spellpower: +23 (+1 eff.) Spell crit. chance: +5% See invisible: +17 Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Blackdare' (148% power, 6 apr, cold element) dragonbone magestaff 'Blackdare' (148% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 149% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+0 eff.) Physical crit. chance: +16.0% Damage (Melee): 32 arcane Changes stats: +6 Con Changes damage: +6% physical / +3% darkness / +39% cold Talent granted: +1 Command Staff Critical mult.: +15.00% Life regen: +1.80 Psi when hit: +0.12 Only die when reaching: -20.00 life Maximum mana: +118.00 Spellpower: +34 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +1% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Flashvortex' (136% power, 6 apr, fire element) dragonbone magestaff 'Flashvortex' (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +10.0% Physical power: +12 (+0 eff.) Defense: +14 (+1 eff.) Changes stats: +7 Con Changes resistances: +12% darkness Changes resistances penetration: +5% light Changes damage: +12% light / +30% fire Talent granted: +1 Command Staff Life regen: +2.00 Spellpower: +34 (+2 eff.) Spell crit. chance: +9% Light radius: +7 Healing mod.: +30% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 3.6 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 437.31 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Belywyn' (136% power, 6 apr, darkness element) dragonbone starstaff 'Belywyn' (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +13 (+1 eff.) Changes stats: +1 Wil Changes resistances: +9% acid / +3% nature / +6% darkness Maximum wards: +2 darkness Changes damage: +30% darkness Talents granted: +5 Ward +1 Command Staff Physical save: +15 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+1 eff.) Mana each turn: +0.40 Maximum mana: +95.00 Maximum hate: +4.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +13% Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Chargecutter' (136% power, 6 apr, darkness element) dragonbone starstaff 'Chargecutter' (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% blight / +15% darkness / +10% lightning Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.54 Vim when firing critical spell: +5.00 Maximum vim: +40.00 Spellpower: +38 (+3 eff.) Spell crit. chance: +15% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 15 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Lightningblast' (148% power, 6 apr, light element) dragonbone starstaff 'Lightningblast' (148% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 149% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +3 Dex / +1 Mag / +1 Wil Changes resistances: +9% lightning Changes damage: +39% light Talent granted: +1 Command Staff Critical mult.: +17.00% Reduces incoming crit damage: 5.00% Mana each turn: +0.29 Maximum mana: +100.00 Spellpower: +19 (+1 eff.) Spell crit. chance: +20% Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Ragurak' (136% power, 6 apr, light element) dragonbone starstaff 'Ragurak' (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Armour: +4 Defense: +14 (+1 eff.) Changes stats: +4 Str / +1 Con Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +18.00% Physical save: +9 (+1 eff.) Mana each turn: +0.34 Maximum mana: +89.00 Maximum stamina: +20.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +20% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 3.6 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 437.31 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Dawnhue' (136% power, 6 apr, fire element) dragonbone vilestaff 'Dawnhue' (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +15% light Changes damage: +30% acid / +3% light / +30% blight / +30% fire / +30% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Physical save: +13 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +14 (+1 eff.) Spellpower: +20 (+1 eff.) Spell crit. chance: +12% Light radius: +2 Talent on hit(spell): Entropy (10% chance level 6). Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Growthmonster' (136% power, 6 apr, fire element) dragonbone vilestaff 'Growthmonster' (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +12% Effects on melee hit: * 20% chance to slow global speed by 123% Damage when hit (Melee): 6 nature Changes stats: +4 Mag / +6 Wil Changes resistances: +9% light Changes resistances penetration: +15% nature Changes damage: +9% nature / +30% fire Talent granted: +1 Command Staff Physical save: +12 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +103.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +36 (+2 eff.) Spell crit. chance: +5% Light radius: +1 It can be used to conjure elemental energy in a radius 10 cone, dealing 1029.05 to 1234.86 fire damage Activation puts all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone magestaff of might (136% power, 6 apr, fire element)ethereal dragonbone magestaff of might (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +16 (+1 eff.) Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +21 (+1 eff.) Spell crit. chance: +16% Damage Shield penetration: +18% Damage Shield Power: +13% Staves designed for wielders of magic, by the greats of the art. |
Legacy of the Naloren (194% power, 20 apr) Legacy of the Naloren (194% power, 20 apr)Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 195% Range: 1.4x Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+0 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 20 power out of 60/60) : Effective talent level: 2.6 Power cost: 20 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 13 turns and dealing 250.4 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)Requires: - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+0 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+0 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 40 power out of 80/80) : Effective talent level: 1.8 Power cost: 40 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 7, doing 87.14 cold damage and 87.14 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 11 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Trident of the Tides (191% power, 20 apr) Trident of the Tides (191% power, 20 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+0 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+2 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 30 power out of 150/150) : Effective talent level: 5.4 Power cost: 30 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 7 turns and damaging it for 890.62. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Alitar (149% power, 6 apr) Alitar (149% power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +7 darkness / +12 arcane Damage against: +10% Living When wielded/worn: Accuracy: +17 (+1 eff.) Physical power: +10 (+0 eff.) Changes stats: +8 Str / +2 Dex / +4 Con Changes resistances penetration: +8% physical Changes damage: +29% physical Physical save: +6 (+1 eff.) Disarm immunity: +35% One-handed war axes. |
Alokhad the voratun waraxe (162% power, 31 apr) Alokhad the voratun waraxe (162% power, 31 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 163% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +31 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 arcane When wielded/worn: Physical crit. chance: +11.0% Changes stats: +2 Cun Changes resistances: +12% acid Changes damage: +6% arcane Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% One-handed war axes. |
Arcpiercer the voratun waraxe (150% power, 6 apr) Arcpiercer the voratun waraxe (150% power, 6 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +20 nature / +8 lightning Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +16 cold Damage against: +19% Unnatural When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +9 Effects on melee hit: * 21% chance to reduce all saves and defense by 88 Damage when hit (Melee): 2 lightning Changes resistances penetration: +11% physical One-handed war axes. |
Ashonslaught (150% power, 6 apr) Ashonslaught (150% power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 19% chance to slow global speed by 123% On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 fire When wielded/worn: Physical crit. chance: +26.0% Physical power: +15 (+0 eff.) Damage when hit (Melee): 4 fire Changes stats: +1 Wil Changes damage: +9% mind Mental save: +12 (+1 eff.) Hate when firing a critical mind attack: +4.00 Mental crit. chance: +1% One-handed war axes. |
Balulen the voratun waraxe (150% power, 6 apr) Balulen the voratun waraxe (150% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +21 cold When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Changes resistances: +12% fire / +5% arcane / +3% temporal Changes resistances penetration: +15% acid / +15% physical Changes damage: +3% acid Physical save: +3 (+0 eff.) One-handed war axes. |
Betywe the Sparkgasher (150% power, 6 apr) Betywe the Sparkgasher (150% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) Damage (radius 1) on hit: +36 fire When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +13 Con / +14 Wil Changes resistances: +6% lightning / +6% fire Changes resistances penetration: +26% lightning / +5% fire Maximum life: +72.00 One-handed war axes. |
Blood-Letter (140% power, 4.5 apr) Blood-Letter (140% power, 4.5 apr)Requires: - Magic 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Bogpiercer the voratun waraxe (149% power, 6 apr) Bogpiercer the voratun waraxe (149% power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 24% chance to reduce all saves and defense by 88 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +25 mind Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +8 nature When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 10 nature Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +26% light Changes damage: +3% nature One-handed war axes. |
Crackletide (148% power, 6 apr) Crackletide (148% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage Damage (Melee): +16 arcane Damage (radius 2) on crit: +61 fire When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 6 lightning Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +15% lightning / +22% fire / +15% physical Changes damage: +12% lightning Global speed: +11% One-handed war axes. |
Dourstake (152% power, 6 apr) Dourstake (152% power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 69% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +16 (+1 eff.) Physical crit. chance: +11.0% Physical power: +12 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +5 Dex Changes resistances: +6% darkness Changes resistances penetration: +15% blight Changes damage: +6% arcane Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +20.00 Combat speed: +10% One-handed war axes. |
Glarebliss the voratun waraxe (150% power, 6 apr) Glarebliss the voratun waraxe (150% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 nature Damage (radius 1) on hit: +21 light When wielded/worn: Accuracy: +39 (+3 eff.) Armour penetration: +24 Changes resistances penetration: +5% blight / +28% physical Changes damage: +9% arcane Critical mult.: +5.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
Gloruta the voratun waraxe (150% power, 6 apr) Gloruta the voratun waraxe (150% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). On weapon hit: * 23% chance to reduce all saves and defense by 88 Damage (Melee): +4 acid / +19 mind When wielded/worn: Accuracy: +22 (+1 eff.) Armour penetration: +13 Effects on melee hit: * 10% chance to reduce armor by 78% Changes stats: +2 Dex / +1 Mag / +11 Wil / +6 Cun Changes resistances penetration: +11% physical Changes damage: +12% arcane / +6% acid One-handed war axes. |
Harumagar (150% power, 6 apr) Harumagar (150% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 blight Damage (radius 1) on hit: +16 fire When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 67 Changes resistances: +5% arcane Mental save: +15 (+1 eff.) Confusion immunity: +20% Life regen: +2.00 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% One-handed war axes. |
Hykalthothad the voratun waraxe (149% power, 6 apr) Hykalthothad the voratun waraxe (149% power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +25 (+2 eff.) Physical crit. chance: +13.0% Physical power: +15 (+0 eff.) Effects on melee hit: * 21% chance to slow global speed by 123% Changes stats: +7 Str Changes resistances: +9% acid / +5% arcane / +12% darkness Changes damage: +14% physical Spell save: +3 (+0 eff.) One-handed war axes. |
Islobrekira the voratun waraxe (149% power, 6 apr) Islobrekira the voratun waraxe (149% power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 268 cold damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 268 damage Damage (Melee): +18 cold When wielded/worn: Armour: +8 Defense: +15 (+1 eff.) Changes resistances penetration: +25% cold Changes damage: +22% cold Physical save: +6 (+1 eff.) Disarm immunity: +21% Only die when reaching: -60.00 life One-handed war axes. |
Kilnvalor the voratun waraxe (148% power, 6 apr) Kilnvalor the voratun waraxe (148% power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 18% chance to slow global speed by 123% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 fire / +8 cold Damage (radius 2) on crit: +16 fire When wielded/worn: Physical crit. chance: +14.0% Physical power: +13 (+0 eff.) Changes stats: +4 Con Changes resistances: +3% fire Changes resistances penetration: +15% fire / +11% physical Changes damage: +6% cold / +12% fire Disarm immunity: +23% One-handed war axes. |
Malediction (150% power, 15 apr) Malediction (150% power, 15 apr)Requires: - Magic 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 150% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+1 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Murkqueen (149% power, 6 apr) Murkqueen (149% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +10% Damage (Melee): +20 nature When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +12.0% Defense: +20 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 69% Changes stats: +7 Dex Changes resistances: +3% physical Changes damage: +3% physical Combat speed: +10% One-handed war axes. |
Noongrind (151% power, 6 apr) Noongrind (151% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +76 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+0 eff.) Changes stats: +2 Str / +2 Dex / +3 Cun / +1 Con Changes resistances: +9% light Changes resistances penetration: +25% fire Light radius: +2 Global speed: +11% One-handed war axes. |
Razorblade, the Cursed Waraxe (147% power, 16 apr) Razorblade, the Cursed Waraxe (147% power, 16 apr)Requires: - Magic 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+3 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Salyrekira (149% power, 6 apr) Salyrekira (149% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +39 acid / +45 nature When wielded/worn: Accuracy: +27 (+2 eff.) Armour penetration: +10 Armour: +8 Defense: +32 (+2 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Changes resistances penetration: +17% acid / +20% nature Reduces incoming crit damage: 15.52% Poison immunity: +20% Disarm immunity: +99% Stun/Freeze immunity: +10% One-handed war axes. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% 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. |
Sulfurserpent the voratun waraxe (149% power, 6 apr) Sulfurserpent the voratun waraxe (149% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 67 * 10% chance to slow global speed by 123% * 25% chance for lightning to strike from the target to a second target dealing 268 damage Damage (Melee): +16 blight / +20 nature Damage (radius 1) on hit: +8 nature / +12 cold When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +9% nature Disease immunity: +34% One-handed war axes. |
Winterrigor the voratun waraxe (151% power, 6 apr) Winterrigor the voratun waraxe (151% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). Damage Shield penetration (this weapon only): +31% Damage (Melee): +26 cold When wielded/worn: Armour penetration: +14 Physical crit. chance: +13.0% Physical power: +15 (+0 eff.) Defense: +5 (+1 eff.) Changes damage: +3% cold Critical mult.: +32.00% Only die when reaching: -60.00 life One-handed war axes. |
Zubamina the Blazebile (150% power, 19 apr) Zubamina the Blazebile (150% power, 19 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 67 On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 Damage Shield penetration (this weapon only): +14% Damage (Melee): +13 blight Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +12 lightning When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +9% lightning Disease immunity: +15% One-handed war axes. |
voratun waraxe 'Airpanic' (147% power, 6 apr) voratun waraxe 'Airpanic' (147% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +45 acid / +32 nature When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +13 Physical power: +10 (+0 eff.) Defense: +15 (+1 eff.) Changes stats: +4 Mag / +1 Wil / +10 Con Changes resistances penetration: +24% acid / +12% physical / +15% nature Reduces incoming crit damage: 15.52% Disarm immunity: +75% One-handed war axes. |
voratun waraxe 'Branihad' (165% power, 6 apr) voratun waraxe 'Branihad' (165% power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +20 (+1 eff.) Physical crit. chance: +15.0% Physical power: +13 (+0 eff.) Damage when hit (Melee): 2 blight Changes stats: +7 Dex Changes resistances penetration: +10% blight Poison immunity: +21% Spell crit. chance: +1% Combat speed: +10% Damage Shield penetration: +30% One-handed war axes. |
voratun waraxe 'Deepspower' (149% power, 6 apr) voratun waraxe 'Deepspower' (149% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 Damage (Melee): +12 darkness / +29 cold Damage (radius 2) on crit: +12 acid When wielded/worn: Armour penetration: +13 Physical crit. chance: +11.0% Effects on melee hit: * 21% chance to reduce armor by 78% Changes resistances: +6% darkness Changes damage: +3% acid Critical mult.: +28.00% One-handed war axes. |
voratun waraxe 'Hathyroneg' (150% power, 6 apr) voratun waraxe 'Hathyroneg' (150% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 88 * 25% chance for lightning to strike from the target to a second target dealing 268 damage On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +13 Effects on melee hit: * 21% chance to reduce all saves and defense by 88 Changes resistances penetration: +25% blight / +12% physical Changes damage: +3% blight / +6% mind One-handed war axes. |
voratun waraxe 'Strikegasher' (148% power, 6 apr) voratun waraxe 'Strikegasher' (148% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) Damage (Melee): +12 blight / +12 temporal / +18 darkness Damage (radius 1) on hit: +4 temporal Damage against: +17% Living When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% lightning Changes damage: +3% blight One-handed war axes. |
voratun waraxe 'Tempestvice' (147% power, 6 apr) voratun waraxe 'Tempestvice' (147% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 lightning / +25 cold Damage (radius 1) on hit: +12 temporal When wielded/worn: Physical crit. chance: +10.0% Physical power: +15 (+0 eff.) Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Changes resistances penetration: +5% lightning Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
voratun waraxe 'Tidewell' (151% power, 6 apr) voratun waraxe 'Tidewell' (151% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 Damage (Melee): +4 temporal Damage (radius 1) on hit: +12 cold Damage (radius 2) on crit: +8 cold When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +26% cold One-handed war axes. |
voratun waraxe 'Tulydur' (152% power, 9 apr) voratun waraxe 'Tulydur' (152% power, 9 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +13 Armour: +6 Damage when hit (Melee): 6 physical Changes stats: +2 Wil / +4 Cun / +2 Con Changes resistances penetration: +13% all One-handed war axes. |
voratun waraxe 'Veluma' (150% power, 6 apr) voratun waraxe 'Veluma' (150% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 268 damage On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +18 (+1 eff.) Physical crit. chance: +15.0% Physical power: +11 (+0 eff.) Damage when hit (Melee): 10 blight Changes stats: +12 Str Changes damage: +12% physical Critical mult.: +5.00% Spell save: +6 (+1 eff.) Only die when reaching: -40.00 life Spellpower: +20 (+1 eff.) One-handed war axes. |
Focus Whip (118% power, 7 apr) Focus Whip (118% power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 119% Range: 1.1x Uses stats: 50% Mag, 10% Cun, 60% Wil, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Try to fry your enemies brain (25% chance to brainlock) When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4 Activation costs 5 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Hydra's Bite (168% power, 7 apr) Hydra's Bite (168% power, 7 apr)Requires: - Magic 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Power: 168% Range: 1.1x Uses stats: 40% Wil, 140% Mag, 40% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Scorpion's Tail (133% power, 8 apr) Scorpion's Tail (133% power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 134% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (30% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+0 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Skeletal Claw (167% power, 8 apr) Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+1 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+0 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 10 power out of 20/20) : Effective talent level: 5.2 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 570.80 physical damage, and inflicting bleeding for another 285.40 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Stormlash (115% power, 7 apr) Stormlash (115% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+0 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 324.74 to 974.23 lightning damage (based on Magic and Dexterity) Activation costs 5 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Whip of Urh'Rok (167% power, 0 apr) Whip of Urh'Rok (167% power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +0 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 (+1 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. |
Blindpulverizer the drakeskin leather belt Blindpulverizer the drakeskin leather beltInfused 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: * 10% chance to reduce armor by 78% Damage when hit (Melee): 10 acid Changes resistances: +24% acid / +20% fire / +10% lightning / +23% cold Changes resistances penetration: +5% acid Changes damage: +6% acid Physical save: +15 (+1 eff.) Mindpower: +10 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 15 power out of 30/30) : Effective talent level: 6.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 372 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Gedrakor the drakeskin leather belt Gedrakor the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+0 eff.) Armour: +15 Defense: +8 (+1 eff.) Effects on melee hit: * 21% chance to reduce armor by 78% Damage when hit (Melee): 2 arcane Changes resistances: +3% acid Changes resistances penetration: +5% blight Critical mult.: +18.00% Physical save: +25 (+2 eff.) Spell save: +11 (+1 eff.) Mana when firing critical spell: +1.00 Maximum mana: +40.00 Spell crit. chance: +1% Size category: +1 A belt that goes around your waist. |
Girdle of Preservation Girdle of PreservationInfused 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 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+1 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. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Heatquencher the drakeskin leather belt Heatquencher the drakeskin leather beltInfused 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: * 21 arcane resource burn Changes stats: +6 Dex / +4 Wil / +6 Cun / +8 Lck Changes resistances: +3% darkness / +15% fire Trap disarming bonus: +26 Stealth bonus: +13 Mental save: +20 (+2 eff.) Maximum life: +154.00 Maximum psi: +10.00 Mindpower: +5 (+1 eff.) Infravision radius: +5 A belt that goes around your waist. |
Islibeth IslibethPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 4 temporal Changes stats: +6 Str / +11 Dex / +6 Wil / +10 Cun Changes resistances: +14% light / +13% darkness / +5% arcane Changes resistances penetration: +26% temporal Changes damage: +12% temporal Physical save: +20 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +19 (+1 eff.) Mental crit. chance: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 12 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Jetbright the drakeskin leather belt Jetbright the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +15 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 69% Changes stats: +10 Mag / +9 Wil Changes resistances: +6% blight / +3% darkness Changes resistances penetration: +15% blight Changes damage: +3% blight / +6% temporal Physical save: +34 (+3 eff.) Spell crit. chance: +6% Mindpower: +12 (+1 eff.) A belt that goes around your waist. |
Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Lisonor LisonorInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +29.0% Damage when hit (Melee): 2 arcane Changes stats: +10 Dex / +5 Wil / +9 Cun Critical mult.: +20.69% Spell save: +3 (+0 eff.) Life regen: +3.00 Spellpower: +15 (+1 eff.) Mental crit. chance: +28% Healing mod.: +27% A belt that goes around your waist. |
Mighty Girdle 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. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 2777, based on Magic) for 10 turns Activation costs 10 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+1 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Willowwoe the drakeskin leather belt Willowwoe the drakeskin leather beltInfused 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: +6 (+0 eff.) Damage when hit (Melee): 8 nature Changes stats: +4 Wil / +4 Cun / +3 Con Changes resistances: +9% acid / +15% temporal / +9% fire / +9% cold / +23% lightning Critical mult.: +14.00% Light radius: +3 A belt that goes around your waist. |
Zanoromikath the Snowmistress Zanoromikath the SnowmistressInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 69% Changes stats: +6 Str / +12 Dex / +12 Cun / +6 Con / +20 Lck Changes resistances: +6% darkness / +3% cold Changes damage: +9% cold Trap disarming bonus: +45 Stealth bonus: +25 Physical save: +15 (+1 eff.) Infravision radius: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Aremnir' drakeskin leather belt 'Aremnir'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +11 Cun / +8 Wil Changes resistances: +12% temporal Damage against: +39% Summoned Reduced damage from: +45% Summoned Critical mult.: +14.00% Reduces incoming crit damage: 15.52% Mental save: +12 (+1 eff.) Spellpower: +8 (+0 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
drakeskin leather belt 'Stormpall' drakeskin leather belt 'Stormpall'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: * 21% chance to reduce armor by 78% Damage when hit (Melee): 2 acid Changes stats: +11 Dex / +11 Cun / +18 Lck Changes damage: +30% lightning Trap disarming bonus: +57 Stealth bonus: +24 Physical save: +8 (+1 eff.) Mindpower: +12 (+1 eff.) Infravision radius: +12 A belt that goes around your waist. |
drakeskin leather belt 'Zydin' drakeskin leather belt 'Zydin'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +4 Defense: +23 (+2 eff.) Changes stats: +6 Str / +5 Dex / +14 Wil / +12 Cun Changes resistances: +5% arcane / +9% cold Damage against: +41% Summoned Reduced damage from: +45% Summoned Stealth bonus: +15 Physical save: +24 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +17 (+1 eff.) Teleport immunity: +10% Hate when firing a critical mind attack: +4.00 Maximum hate: +2.00 A belt that goes around your waist. |
Amirin the Mucuswrither (15 def, 10 armour) Amirin the Mucuswrither (15 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +15 (+1 eff.) Effects on melee hit: * 21% chance to slow global speed by 123% Damage when hit (Melee): 4 light Changes stats: +6 Str / +5 Con Changes resistances: +6% light / +15% fire Changes damage: +9% nature Physical save: +32 (+3 eff.) Spell save: +30 (+3 eff.) Mental save: +39 (+3 eff.) Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 5 power out of 25/25) : Effective talent level: 3.9 Power cost: 5 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 266 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Darkraven the elven-silk cloak (3 def, 0 armour) Darkraven the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 67 Changes stats: +4 Mag / +11 Wil / +6 Cun Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +15% darkness / +15% blight Changes damage: +12% blight / +12% light / +6% darkness Spell crit. chance: +6% Mental crit. chance: +7% Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +29% 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 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 14 power out of 28/28) : Effective talent level: 3.6 Power cost: 14 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 453.11 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+1 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 3518.16 cold damage and condensing the air into freezing vapors that deal 1172.72 cold damage (based on Magic) each turn for 10 turns Activation costs 15 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+1 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+1 eff.) Hate per kill: +5.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Halimathad (17 def, 0 armour) Halimathad (17 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+2 eff.) Changes stats: +11 Mag / +11 Wil Changes resistances: +6% acid / +3% physical / +12% fire / +15% lightning Changes damage: +9% acid Physical save: +15 (+1 eff.) Spell save: +12 (+1 eff.) Knockback immunity: +10% Maximum mana: +78.00 Spell crit. chance: +6% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neradabeth the Winterrot (17 def, 0 armour) Neradabeth the Winterrot (17 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +13 Defense: +17 (+2 eff.) Changes stats: +2 Mag / +2 Wil / +8 Con Changes resistances penetration: +14% arcane Changes damage: +12% arcane / +6% cold Critical mult.: +51.00% Stealth bonus: +13 Physical save: +13 (+1 eff.) Maximum mana: +91.00 Spellpower: +7 (+0 eff.) Spell crit. chance: +5% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbusvein (17 def, 11 armour) Nimbusvein (17 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +17 (+2 eff.) Effects on melee hit: * 21% chance to reduce armor by 78% Changes stats: +4 Mag / +6 Wil Changes resistances: +20% cold Changes resistances penetration: +15% acid Changes damage: +6% lightning / +24% acid Physical save: +14 (+1 eff.) Spell save: +14 (+1 eff.) Maximum mana: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poloda the Earthsting (3 def, 0 armour) Poloda the Earthsting (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Dex / +12 Wil / +11 Cun Changes resistances: +3% nature Changes resistances penetration: +13% arcane Changes damage: +13% arcane / +9% nature Critical mult.: +17.00% Maximum mana: +100.00 Spellpower: +8 (+0 eff.) Spell crit. chance: +5% Mental crit. chance: +14% Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+1 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+1 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+2 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +20 (+2 eff.) Confusion immunity: +40% Spellpower: +8 (+0 eff.) It can be used to activate talent See the Threads (costing 25 power out of 50/50) : Effective talent level: 1.5 Power cost: 25 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 6 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 25 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 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 25 power out of 50/50) : Effective talent level: 3.0 Power cost: 25 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 48% chance to evade melee and ranged attacks and 221 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. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+0 eff.) It can be used to activate talent Stone Wall (costing 30 power out of 60/60) : Effective talent level: 1.8 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 22 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 466.99 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Xisewe the elven-silk cloak (13 def, 0 armour) Xisewe the elven-silk cloak (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+1 eff.) Changes stats: +4 Mag / +3 Con Changes resistances: +19% fire / +23% light / +21% darkness Changes resistances penetration: +16% darkness Changes damage: +15% darkness Reduces incoming crit damage: 15.52% Stealth bonus: +26 Physical save: +7 (+1 eff.) Mental save: +9 (+0 eff.) Only die when reaching: -50.00 life Light radius: +2 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Bloomlace' (3 def, 0 armour) elven-silk cloak 'Bloomlace' (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +5 Mag / +7 Wil / +3 Cun Changes resistances: +6% nature / +9% mind / +21% darkness Changes resistances penetration: +15% mind / +15% nature / +15% darkness Changes damage: +12% darkness Stealth bonus: +19 Spell save: +13 (+1 eff.) Maximum mana: +61.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Cheran' (16 def, 13 armour) elven-silk cloak 'Cheran' (16 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +16 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 mind Changes stats: +4 Str / +1 Cun / +3 Con Changes resistances: +27% cold Changes resistances penetration: +5% mind Critical mult.: +10.00% Physical save: +15 (+1 eff.) Mental save: +15 (+1 eff.) Mindpower: +15 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Cystbone' (3 def, 0 armour) elven-silk cloak 'Cystbone' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +3 Str / +4 Con Changes resistances: +9% acid / +9% fire / +10% lightning / +9% cold Changes damage: +12% physical Critical mult.: +20.00% Mana when firing critical spell: +1.00 Maximum life: +45.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Glacierbrawn' (11 def, 0 armour) elven-silk cloak 'Glacierbrawn' (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Wil / +3 Cun / +5 Con Changes resistances: +10% acid / +21% light / +28% fire / +9% lightning / +10% cold Changes resistances penetration: +15% mind Changes damage: +6% cold Talent mastery: +0.40 Technique / Combat training Stealth bonus: +13 Spell save: -30 (-3 eff.) Stamina each turn: +1.10 Mana each turn: -0.51 Equilibrium when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+3 eff.) Blindness immunity: +50% Spellpower: +30 (+2 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Blazebraid the elven-silk robe (0 def, 0 armour) Blazebraid the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +28% temporal / +12% light / +18% fire / +28% nature / +15% all / +16% acid / +17% physical / +18% cold / +5% arcane Changes resistances penetration: +10% light / +5% arcane Changes damage: +25% acid / +28% temporal / +21% fire / +16% cold / +19% nature / +22% physical Talent cooldown: Refit Golem (-5 turns) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boryrab the elven-silk robe (0 def, 0 armour) Boryrab the elven-silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +6% acid / +12% light / +6% darkness / +3% fire / +45% nature / +15% all Changes resistances penetration: +20% darkness / +20% physical Changes damage: +6% acid / +20% physical / +21% darkness / +40% nature Spell save: +6 (+1 eff.) Poison immunity: +50% Disease immunity: +50% Maximum hate: +9.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cobraglamour (10 def, 0 armour) Cobraglamour (10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 123% Changes stats: +10 Mag / +11 Wil Changes resistances: +6% acid / +6% temporal / +3% blight / +15% all Changes damage: +30% arcane / +27% temporal Reduces incoming crit damage: 5.00% Mental save: +30 (+3 eff.) Silence immunity: +42% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +94.00 Spellpower: +28 (+2 eff.) Spell crit. chance: +6% Mindpower: +5 (+1 eff.) Mental crit. chance: +6% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Cyrilena the Tempestglory (0 def, 0 armour) Cyrilena the Tempestglory (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane / 8 cold Changes stats: +8 Mag Changes resistances: +20% darkness / +22% blight / +5% arcane / +20% mind / +15% all Changes resistances penetration: +15% lightning / +12% temporal / +15% physical Changes damage: +22% blight / +25% temporal / +30% physical Physical save: +20 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +38 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ebonyglory (0 def, 0 armour) Ebonyglory (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 6 light / 8 darkness Changes resistances: +39% acid / +33% nature / +15% all Changes resistances penetration: +15% mind / +15% darkness Changes damage: +26% acid / +6% light / +21% darkness / +26% mind / +22% nature Psi each turn: +1.00 Maximum psi: +28.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eclipseviper the elven-silk robe (0 def, 0 armour) Eclipseviper the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag / +5 Wil / +13 Cun Changes resistances: +15% all Changes resistances penetration: +15% blight Changes damage: +12% acid / +30% temporal / +26% light / +19% arcane / +36% darkness Critical mult.: +18.00% Spell save: +12 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +91.00 Spellpower: +17 (+1 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+1 eff.) Life regen: +0.20 Mindpower: +12 (+1 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+1 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+1 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Gegadhenne (20 def, 0 armour) Gegadhenne (20 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Defense: +20 (+2 eff.) Effects when hit in melee: * 7% chance to slow global speed by 123% * 9 arcane resource burn Changes stats: +3 Con Changes resistances: +26% blight / +5% arcane / +15% all Changes resistances penetration: +20% mind Changes damage: +25% mind Spell save: +3 (+0 eff.) Life regen: +1.70 Psi each turn: +0.77 Maximum life: +83.00 Maximum psi: +40.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Healing mod.: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightningjustice (0 def, 0 armour) Lightningjustice (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 78% Changes stats: +10 Con Changes resistances: +45% acid / +12% temporal / +18% blight / +6% nature / +15% all Changes resistances penetration: +5% lightning Changes damage: +30% acid / +30% nature / +6% lightning Poison immunity: +36% Disease immunity: +48% Life regen: +5.20 Maximum life: +96.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nightcrypt (7 def, 7 armour) Nightcrypt (7 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 69% Damage when hit (Melee): 4 darkness Changes stats: +3 Cun / +9 Mag Changes resistances: +14% acid / +19% physical / +11% darkness / +20% fire / +18% cold / +13% light / +15% all Changes damage: +25% acid / +25% physical / +25% light / +6% darkness / +21% fire / +30% arcane / +18% cold Talent cooldown: Refit Golem (-4 turns) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +70.00 Maximum mana: +95.00 Maximum hate: +2.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nimbusstar (0 def, 0 armour) Nimbusstar (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 123% * 20 arcane resource burn Changes stats: +8 Str / +8 Mag / +8 Wil / +9 Con Changes resistances: +20% lightning / +6% light / +75% cold / +9% fire / +15% all Changes resistances penetration: +5% cold Changes damage: +25% lightning / +25% physical / +22% nature / +60% cold Poison immunity: +49% Disease immunity: +46% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Relgylemnir the Nimbuswish (0 def, 0 armour) Relgylemnir the Nimbuswish (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +31% acid / +42% nature / +24% lightning / +5% arcane / +15% all Changes resistances penetration: +18% mind / +25% arcane Changes damage: +21% acid / +6% arcane / +6% lightning / +28% nature / +25% mind Psi each turn: +0.71 Maximum psi: +40.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+2 eff.) Mental save: +15 (+1 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+1 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Frost alchemy Spellpower: +5 (+0 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+1 eff.) It can be used to activate talent Temporal Reprieve (costing 25 power out of 50/50) : Effective talent level: 1.5 Power cost: 25 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+1 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+1 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Treefury the elven-silk robe (0 def, 0 armour) Treefury the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light / 6 nature Changes resistances: +9% nature / +18% darkness / +20% mind / +15% all Changes resistances penetration: +5% light Changes damage: +30% arcane / +3% nature Physical save: +16 (+2 eff.) Spell save: +44 (+4 eff.) Mental save: +36 (+3 eff.) Maximum mana: +58.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Light radius: +2 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) 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: +0 Cun / +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+1 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. |
Woepierce (0 def, 0 armour) Woepierce (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Cun / +2 Wil Changes resistances: +7% lightning / +11% darkness / +12% cold / +9% blight / +11% fire / +11% light / +15% all Changes resistances penetration: +10% darkness Changes damage: +21% light / +28% darkness Reduces incoming crit damage: 10.00% Physical save: +18 (+2 eff.) Spell save: +58 (+6 eff.) Mental save: +19 (+1 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +15% Infravision radius: +3 See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+1 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 8 power out of 20/20) : Effective talent level: 3.9 Power cost: 8 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Xanagatta the elven-silk robe (0 def, 0 armour) Xanagatta the elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Mag / +9 Wil Changes resistances: +6% lightning / +3% mind / +6% darkness / +15% all Mental save: +6 (+0 eff.) Blindness immunity: +21% Silence immunity: +89% Knockback immunity: +21% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +13 Maximum mana: +100.00 Spellpower: +68 (+5 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xewe the elven-silk robe (0 def, 0 armour) Xewe the elven-silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 88 Changes stats: +7 Str / +8 Mag / +7 Wil / +9 Con Changes resistances: +15% lightning / +33% acid / +13% cold / +6% mind / +15% all Changes resistances penetration: +15% arcane Changes damage: +29% lightning / +22% physical / +3% arcane / +25% cold / +30% nature / +22% acid Spell save: +6 (+1 eff.) Poison immunity: +46% Disease immunity: +48% Mana when firing critical spell: +2.07 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Abysswitch' (0 def, 0 armour) elven-silk robe 'Abysswitch' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 123% Changes stats: +9 Cun Changes resistances: +9% acid / +6% temporal / +9% light / +6% fire / +6% blight / +45% cold / +23% mind / +15% all Changes damage: +23% mind / +30% cold Critical mult.: +19.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Sootbringer' (0 def, 0 armour) elven-silk robe 'Sootbringer' (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 69% Changes stats: +5 Wil / +8 Mag Changes resistances: +12% darkness / +37% cold / +45% light / +15% all Changes resistances penetration: +12% temporal / +15% physical Changes damage: +6% lightning / +20% temporal / +30% light / +25% cold / +29% physical Mental save: +3 (+0 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of alchemy (0 def, 0 armour)elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +16% acid / +14% physical / +13% fire / +15% cold / +15% all Changes damage: +25% acid / +16% physical / +16% fire / +17% cold Talent cooldown: Refit Golem (-4 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Velymina' (0 def, 0 armour) silk robe 'Velymina' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +17% acid / +14% physical / +30% darkness / +9% blight / +13% cold / +13% fire / +13% all Changes damage: +13% acid / +9% physical / +20% darkness / +12% temporal / +17% fire / +18% arcane / +13% cold Talent cooldown: Refit Golem (-4 turns) Maximum mana: +24.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +4% Infravision radius: +3 See invisible: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+1 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 915 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 12 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Belylin the Phoenixstake (0 def, 5 armour) Belylin the Phoenixstake (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 6 arcane / 2 fire Changes stats: +5 Cun / +5 Wil Changes resistances: +15% lightning / +14% temporal / +5% arcane Changes resistances penetration: +15% arcane / +15% fire Changes damage: +9% arcane / +3% fire Physical save: +15 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +15 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betiyaba (12 def, 5 armour) Betiyaba (12 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Armour: +5 Defense: +12 (+1 eff.) Changes stats: +4 Cun / +13 Dex Changes resistances penetration: +13% physical Mental save: +9 (+0 eff.) Psi when hit: +0.12 Spellpower: +6 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +3% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+0 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 16 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Brenarek (0 def, 5 armour) Brenarek (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 10% chance to reduce armor by 78% Damage when hit (Melee): 2 mind Changes stats: +6 Cun / +5 Wil Changes resistances: +15% fire / +15% mind / +13% cold Changes resistances penetration: +15% mind Changes damage: +3% acid Physical save: +11 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +15 (+1 eff.) Stamina each turn: +0.80 Maximum life: +57.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 277 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Cloudnigh (2 def, 5 armour) Cloudnigh (2 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: -2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 lightning Changes stats: +7 Dex Changes resistances: +6% lightning / +13% temporal Changes damage: +9% temporal Maximum encumbrance: +35 Physical save: +9 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dazzleraider the pair of voratun boots (0 def, 5 armour) Dazzleraider the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +24 Physical crit. chance: +12.0% Physical power: +11 (+0 eff.) Armour: +5 Fatigue: +4% Changes resistances: +6% light Changes resistances penetration: +10% light Reduces incoming crit damage: 15.52% Life regen: +10.00 Light radius: +2 Infravision radius: +2 See invisible: +15 Healing mod.: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour) 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 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 25 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. |
Flarestriker (0 def, 5 armour) Flarestriker (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 2 temporal / 2 fire Changes stats: +10 Dex / +6 Wil / +3 Cun / +5 Con / +13 Lck Changes resistances: +12% temporal Changes resistances penetration: +7% physical Changes damage: +9% temporal Stealth bonus: +12 Mindpower: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 1.5 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% 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. A pair of boots made of leather. |
Floeworm the pair of drakeskin leather boots (28 def, 5 armour) Floeworm the pair of drakeskin leather boots (28 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +28 (+2 eff.) Fatigue: -9% Changes resistances: +6% cold Changes resistances penetration: +15% mind Changes damage: +3% mind Stamina each turn: +0.60 Maximum life: +57.00 Maximum hate: +2.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +4% Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 300 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Gaserin the pair of drakeskin leather boots (15 def, 7 armour) Gaserin the pair of drakeskin leather boots (15 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Defense: +15 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 physical Changes stats: +3 Dex / +5 Wil / +10 Cun Changes resistances: +12% lightning / +3% cold / +3% darkness Physical save: +11 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +13 (+1 eff.) Stamina each turn: +1.00 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 15/15. 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 193% 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. A pair of boots made of leather. |
Ivolle the Scaldwyrd (0 def, 5 armour) Ivolle the Scaldwyrd (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Cun / +4 Dex Changes resistances: +14% lightning / +15% temporal Changes damage: +6% arcane / +3% fire Critical mult.: +10.00% Life regen: +6.00 Vim when firing critical spell: +2.00 Maximum mana: +103.44 Healing mod.: +17% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 15/15. 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 193% 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. A pair of boots made of leather. |
Neretira the pair of voratun boots (0 def, 5 armour) Neretira the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Physical power: +11 (+0 eff.) Armour: +5 Fatigue: +4% Changes resistances: +9% mind / +9% fire Changes resistances penetration: +7% physical Mental save: +6 (+0 eff.) Silence immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Movement speed: +25% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Phlegmrage (0 def, 5 armour) Phlegmrage (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +5 Effects on melee hit: * 21% chance to slow global speed by 123% * 20% chance to reduce strength, dexterity, and constitution by 67 Damage when hit (Melee): 2 physical Changes resistances: +10% fire / +1% physical / +14% cold Silence immunity: +46% Confusion immunity: +41% Stun/Freeze immunity: +48% Maximum stamina: +30.00 A pair of boots made of leather. |
Scorched Boots (4 def, 4 armour) Scorched Boots (4 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+1 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 15 power out of 40/40) : Effective talent level: 4.5 Power cost: 15 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 100.06 blight damage and is poisoned for 400.25 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Stormblow (0 def, 5 armour) Stormblow (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 6 arcane Changes resistances: +24% temporal / +30% darkness / +5% arcane Changes resistances penetration: +15% lightning / +20% temporal / +18% darkness Changes damage: +3% lightning / +15% arcane Silence immunity: +50% Confusion immunity: +30% Stun/Freeze immunity: +49% Spellpower: +11 (+1 eff.) Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +0% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+1 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+0 eff.) It can be used to activate talent Spit Blight (costing 5 power out of 50/50) : Effective talent level: 3.9 Power cost: 5 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 1176.12 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Tidestrider (0 def, 5 armour) Tidestrider (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 cold Changes stats: +9 Str / +11 Mag / +2 Wil / +1 Cun / +8 Con Changes resistances penetration: +5% cold Changes damage: +9% cold / +9% physical Critical mult.: +15.00% Lowers spell cool-downs by: 20% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Toxinnight (0 def, 5 armour) Toxinnight (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: -4% Effects on melee hit: * 21% chance to slow global speed by 123% Damage when hit (Melee): 4 nature Changes resistances: +3% nature / +3% fire Changes resistances penetration: +12% physical / +20% nature / +5% fire Changes damage: +9% nature Maximum encumbrance: +45 Physical save: +13 (+1 eff.) Life regen: +10.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 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. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 10 power out of 20/20) : Effective talent level: 3.9 Power cost: 10 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. blightbringer's pair of voratun boots of tirelessness (0 def, 5 armour)blightbringer's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Mag Changes damage: +8% acid / +10% blight Disease immunity: +38% Stamina each turn: +0.90 Maximum stamina: +21.00 Spellpower: +4 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of voratun boots of evasion (15 def, 5 armour)grounding pair of voratun boots of evasion (15 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+1 eff.) Fatigue: +4% Changes resistances: +11% lightning / +9% temporal Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 6.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 372 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Frozenswift' (0 def, 5 armour) pair of drakeskin leather boots 'Frozenswift' (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 6 cold Changes stats: +10 Str / +10 Con Changes resistances: +15% lightning / +35% temporal / +21% darkness Changes resistances penetration: +16% temporal / +19% darkness / +5% cold Changes damage: +12% cold / +18% arcane / +9% physical Defense after a teleport: +21 Resist all after a teleport: +20% New effects duration reduction after a teleport: +24% Size category: +1 A pair of boots made of leather. |
pair of drakeskin leather boots 'Layynne' (0 def, 7 armour) pair of drakeskin leather boots 'Layynne' (0 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Changes stats: +3 Str / +13 Dex / +6 Wil / +6 Con / +14 Lck Changes resistances penetration: +9% physical Changes damage: +6% physical Stealth bonus: +15 Physical save: +6 (+1 eff.) Stamina each turn: +1.30 Only die when reaching: -40.00 life Maximum stamina: +37.00 Mindpower: +7 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 13 cooldown : Effective talent level: 1.3 Power cost: 13 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 160 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots 'Scumwyrd' (14 def, 12 armour) pair of drakeskin leather boots 'Scumwyrd' (14 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +14 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 4 temporal Changes resistances: +6% acid / +3% temporal / +6% nature Changes resistances penetration: +5% nature Changes damage: +6% acid Stamina each turn: +0.90 Maximum life: +54.00 Infravision radius: +3 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 221 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Sootreaper' (12 def, 5 armour) pair of drakeskin leather boots 'Sootreaper' (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +5 Defense: +12 (+1 eff.) Fatigue: -9% Changes stats: +1 Con Changes resistances: +6% darkness / +4% physical Critical mult.: +15.00% Stamina each turn: +1.70 Only die when reaching: -20.00 life Maximum life: +42.00 Maximum stamina: +40.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 221 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of voratun boots 'Armukan' (0 def, 13 armour) pair of voratun boots 'Armukan' (0 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Changes stats: +5 Mag / +7 Wil / +5 Cun / +6 Con Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Physical save: +25 (+2 eff.) Mental save: +22 (+2 eff.) Mana each turn: +0.60 Hate when firing a critical mind attack: +3.00 Maximum mana: +60.00 Spell crit. chance: +3% Mindpower: +15 (+1 eff.) Mental crit. chance: +3% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Baryhek' (0 def, 5 armour) pair of voratun boots 'Baryhek' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 6 temporal Changes stats: +10 Cun / +10 Wil Changes resistances: +3% acid / +16% temporal Changes resistances penetration: +15% acid Physical save: +27 (+3 eff.) Spell save: +24 (+2 eff.) Mental save: +28 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Betabeth' (0 def, 5 armour) pair of voratun boots 'Betabeth' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 88 Changes stats: +7 Str / +5 Wil / +6 Cun / +8 Con Changes resistances: +9% lightning / +3% fire / +5% arcane / +3% mind Changes resistances penetration: +15% mind Physical save: +14 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +9 (+0 eff.) It can be used to activate talent Rush, placing all other charms into a 13 cooldown : Effective talent level: 2.6 Power cost: 13 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Chargewend' (0 def, 14 armour) pair of voratun boots 'Chargewend' (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 10% chance to slow global speed by 123% Changes stats: +4 Str / +4 Wil / +6 Cun / +4 Con Changes resistances: +13% acid / +6% light / +21% cold / +13% fire / +5% arcane / +19% lightning Changes resistances penetration: +15% lightning / +10% cold Physical save: +14 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +14 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 13 cooldown : Effective talent level: 3.9 Power cost: 13 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)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% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane 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. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Changes damage: +0% fire / +0% darkness / +0% all Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 70% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 17% It can be used to activate talent Darkfire (costing 6 power out of 12/12) : Effective talent level: 7.5 Power cost: 6 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 411.88 fire damage and 379.93 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 8 power out of 24/24) : Effective talent level: 5.2 Power cost: 8 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 4 power out of 24/24) : Effective talent level: 3.9 Power cost: 4 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 376.02 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Gloves of the Firm Hand (0 def, 8 armour) 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% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). 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. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+0 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 60% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 15 power out of 30/30) : Effective talent level: 7.2 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 276.19 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 80% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Instill Fear (costing 10 power out of 30/30) : Effective talent level: 3.9 Power cost: 10 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 104.86 mind and 104.86 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 100. Terrified: Deals 27.29 mind and 27.29 darkness damage per turn and increases cooldowns by 144%. Haunted: Causes the target to suffer 40.56 mind and 40.56 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour) 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 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 3 power out of 6/6) : Effective talent level: 2.6 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 653.19 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+0 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 50% Mag, 60% Mag, 40% Wil, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 60% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 13 power out of 25/25) : Effective talent level: 3.9 Power cost: 13 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 162% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 12 power out of 24/24) : Effective talent level: 2.6 Power cost: 12 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 2158.29 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Aerydakira (12 def, 5 armour) Aerydakira (12 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +17 (+1 eff.) Armour: +5 Defense: +12 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +7 Dex / +16 Cun / +15 Con Changes resistances: +1% physical / -40% light / +3% temporal Changes resistances penetration: +15% blight Changes damage: +6% blight Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Belatha the drakeskin leather cap (0 def, 5 armour) Belatha the drakeskin leather cap (0 def, 5 armour)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: +5 Fatigue: +5% Damage when hit (Melee): 2 arcane Changes stats: +11 Str / +4 Cun / +17 Lck Changes resistances: +9% lightning / +6% fire / +20% light / +14% darkness Changes resistances penetration: +15% arcane Cut immunity: +10% Silence immunity: +10% Spell crit. chance: +7% Mental crit. chance: +6% It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 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 780.0 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Bethysevea the elven-silk wizard hat (3 def, 12 armour) Bethysevea the elven-silk wizard hat (3 def, 12 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Physical crit. chance: +3.0% Physical power: +5 (+0 eff.) Armour: +12 Defense: +3 (+1 eff.) Changes resistances: +27% fire / +33% physical Changes damage: +18% fire / +39% physical Stamina each turn: +1.00 A pointy cloth hat, very wizardly... |
Beyrezor the Dawnbrand (7 def, 13 armour) Beyrezor the Dawnbrand (7 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +13 Defense: +7 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 2 blight Changes stats: +5 Dex / +9 Wil / +4 Cun Changes resistances: +13% blight / +6% light / +3% all Changes resistances penetration: +15% light Changes damage: +6% light / +9% blight Physical save: +10 (+1 eff.) Mental save: +13 (+1 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 8 power out of 30/30) : Effective talent level: 1.3 Power cost: 8 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 202.68 to 608.04 lightning damage (405.36 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+0 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+1 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 13 power out of 50/50) : Effective talent level: 2.6 Power cost: 13 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 305.31 fire and 281.62 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 30 power out of 60/60) : Effective talent level: 1.3 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+1 eff.) Mindpower: +15 (+1 eff.) This jeweled crown shimmers with colors. |
Dagylach the Galeking (0 def, 5 armour) Dagylach the Galeking (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 lightning Changes stats: +8 Cun / +5 Wil Changes resistances: +13% blight / +12% temporal / +14% nature / +12% lightning Critical mult.: +15.00% Psi when hit: +0.12 Mindpower: +20 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 69% Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Wil / +5 Mag Changes resistances: +6% blight / +1% physical / +12% mind Changes resistances penetration: +10% arcane Changes damage: +11% blight / +10% arcane / +3% darkness Mental save: +13 (+1 eff.) Confusion immunity: +26% Maximum vim: +25.00 Spell crit. chance: +2% It can be used to activate talent Vimsense (costing 13 power out of 45/45) : Effective talent level: 3.0 Power cost: 13 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 64% and all saves by 109, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)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 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 23 power out of 45/45) : Effective talent level: 3.9 Power cost: 23 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: 43%) for 3 turns. The sound wave is so strong, your foes also take 1365.34 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. |
Dragonskull Helm (0 def, 20 armour) Dragonskull Helm (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Traces of a dragon's power still remain in this bleached and cracked skull. |
Duskspar (3 def, 0 armour) Duskspar (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 mind Changes resistances: +8% lightning / +8% temporal / +33% darkness / +7% fire / +7% nature / +5% acid / +20% physical / +8% blight / +35% cold / +12% mind / +7% light Changes resistances penetration: +10% darkness / +15% mind Changes damage: +17% physical / +25% darkness / +19% cold Maximum hate: +15.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Emetta (3 def, 4 armour) Emetta (3 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +9 Wil Changes resistances: +1% physical Changes damage: +13% light / +9% temporal / +15% darkness / +14% physical Physical save: +13 (+1 eff.) Blindness immunity: +20% Poison immunity: +21% Disarm immunity: +21% Life regen: +5.80 Only die when reaching: -20.00 life Damage Shield Power: +12% A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+1 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 18 power out of 35/35) : Effective talent level: 2.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Galosta the Blazerain (3 def, 0 armour) Galosta the Blazerain (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 21% chance to slow global speed by 123% Damage when hit (Melee): 10 light Changes stats: +6 Cun / +6 Wil Changes resistances: +6% acid / +3% temporal / +5% arcane / +3% nature / +10% mind Changes damage: +10% mind / +6% light Physical save: +13 (+1 eff.) Mental save: +13 (+1 eff.) Psi each turn: +0.26 Maximum psi: +39.00 Mindpower: +18 (+2 eff.) Mental crit. chance: +10% A pointy cloth hat, very wizardly... |
Gunirab the elven-silk wizard hat (3 def, 0 armour) Gunirab the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Mag Changes resistances: +27% nature / +12% mind Changes damage: +13% acid / +8% lightning / +19% mind / +11% fire / +15% cold / +12% arcane / +18% nature Physical save: +11 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +17 (+1 eff.) Mana each turn: +0.20 Mana when firing critical spell: +2.07 Maximum psi: +35.00 Spell crit. chance: +2% Mindpower: +10 (+1 eff.) Mental crit. chance: +4% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A pointy cloth hat, very wizardly... |
Gyna the elven-silk wizard hat (3 def, 0 armour) Gyna the elven-silk wizard hat (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Defense: +3 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Str / +13 Wil / +7 Cun Changes resistances: +30% acid / +5% arcane Changes resistances penetration: +5% physical Changes damage: +20% acid / +6% physical Physical save: +12 (+1 eff.) Maximum stamina: +30.00 Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Helm of Knowledge (0 def, 12 armour) Helm of Knowledge (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% light / +15% mind / +10% arcane Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 10 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+0 eff.) Light radius: -1 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)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: +3 Wil / +4 Mag 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. |
Hettedekan the Frozengore (3 def, 0 armour) Hettedekan the Frozengore (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 cold / 4 temporal Changes stats: +7 Mag / +7 Wil Changes resistances: +9% cold Changes resistances penetration: +20% cold Changes damage: +11% physical / +15% darkness / +15% light / +18% arcane / +20% temporal Maximum mana: +102.00 Spellpower: +5 (+0 eff.) A pointy cloth hat, very wizardly... |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+1 eff.) Mindpower: +12 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to assault the mind of a foe to utterly dominate it Activation costs 50 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Lisuvea the Rotzephyr, (3 def, 0 armour) Lisuvea the Rotzephyr, (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 123% Damage when hit (Melee): 10 nature Changes stats: +7 Mag / +12 Wil / +7 Cun Changes resistances: +3% cold Changes resistances penetration: +10% nature Changes damage: +6% nature / +9% cold Psi each turn: +0.35 Spellpower: +5 (+0 eff.) Mindpower: +11 (+1 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
Magmaclamor (0 def, 11 armour) Magmaclamor (0 def, 11 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 67 Changes stats: +4 Str / +5 Con Changes resistances: +23% mind / +6% blight Changes resistances penetration: +26% blight Changes damage: +9% fire Mental save: +23 (+2 eff.) Confusion immunity: +49% Infravision radius: +2 A cap made of leather. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-1 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+0 eff.) Mindpower: +15 (+1 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Muchak the Ashream (3 def, 0 armour) Muchak the Ashream (3 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +15% acid / +3% darkness / +15% blight / +39% fire / +15% nature / +5% arcane Changes damage: +29% fire Psi each turn: +0.40 Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
Nereldavena the elven-silk wizard hat (3 def, 10 armour) Nereldavena the elven-silk wizard hat (3 def, 10 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 78% Damage when hit (Melee): 2 physical Changes stats: +7 Cun / +7 Wil Changes resistances: +30% cold Changes damage: +20% cold Physical save: +12 (+1 eff.) Stamina each turn: +2.00 Psi each turn: +0.36 Mindpower: +8 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Nerochik the voratun helm (0 def, 5 armour) Nerochik the voratun helm (0 def, 5 armour)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: +5 Fatigue: +5% Changes stats: +10 Str / +2 Mag / +9 Wil Changes resistances: +14% nature Physical save: +20 (+2 eff.) Spell save: +10 (+1 eff.) Mana each turn: +0.08 Maximum life: +110.00 Maximum mana: +60.00 Maximum vim: +30.00 Healing mod.: +18% It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 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 780.0 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerutta the Hellsspawn (3 def, 0 armour) Nerutta the Hellsspawn (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +2 Mag / +5 Wil Changes resistances: +13% lightning / +15% temporal / +27% nature Changes damage: +18% nature / +12% fire Psi each turn: +0.35 Mindpower: +5 (+1 eff.) Mental crit. chance: +6% Light radius: +2 Infravision radius: +2 A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+2 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Infravision radius: +5 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to reveal the surrounding area (range 20) Activation costs 15 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Pyrefame the voratun helm (0 def, 5 armour) Pyrefame the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 123% Changes stats: +10 Wil / +10 Con / +9 Lck Changes resistances: +3% lightning / +6% temporal / +3% light / +14% blight / +9% cold Changes damage: +3% fire Spell save: +9 (+1 eff.) Mental save: +14 (+1 eff.) Spell crit. chance: +8% Mental crit. chance: +7% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+1 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Rainwish (0 def, 5 armour) Rainwish (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +13 Dex / +6 Mag / +6 Wil / +5 Cun Changes resistances: +3% blight / +6% temporal Changes resistances penetration: +20% nature Changes damage: +20% blight / +20% arcane Spell save: +3 (+0 eff.) Teleport immunity: +21% Life regen: +4.00 Spell crit. chance: +4% Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rimerazor (0 def, 5 armour) Rimerazor (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to reduce all saves and defense by 88 Damage when hit (Melee): 2 mind Changes stats: +7 Str / +7 Dex / +7 Wil Changes resistances: +14% physical / +12% blight / +9% cold / +13% nature / +6% mind Changes resistances penetration: +5% mind Changes damage: +9% mind / +6% cold Physical save: +11 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Samazilastir (0 def, 10 armour) Samazilastir (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +15 (+0 eff.) Armour: +10 Fatigue: +5% Changes stats: +15 Dex / +4 Cun / +3 Con Changes resistances: +25% darkness Changes damage: +3% physical Stamina each turn: +1.00 Only die when reaching: -40.00 life Infravision radius: +11 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scorchspiker the drakeskin leather cap (0 def, 5 armour) Scorchspiker the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to reduce all saves and defense by 88 Damage when hit (Melee): 10 mind Changes stats: +6 Str / +6 Wil Changes resistances: +12% acid / +26% cold / +29% fire / +3% mind / +15% lightning Changes resistances penetration: +5% mind / +5% fire Mental save: +13 (+1 eff.) Light radius: +2 A cap made of leather. |
Sparkbrace (3 def, 0 armour) Sparkbrace (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 mind Changes resistances: +25% darkness / +30% nature Changes resistances penetration: +5% mind Changes damage: +9% lightning / +17% darkness / +6% blight / +20% nature / +12% mind Life regen: +3.80 Vim when firing critical spell: +2.07 Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
Splendouredge the drakeskin leather cap (0 def, 5 armour) Splendouredge the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +15 Wil / +9 Con Changes resistances: +6% lightning / +9% temporal / +9% light / +11% blight / +3% cold / +6% acid Changes damage: +12% light Mental save: +27 (+2 eff.) Light radius: +2 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Strikegasher (15 def, 5 armour) Strikegasher (15 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+1 eff.) Fatigue: +5% Changes stats: +17 Dex Changes resistances: +13% blight / +6% fire / +13% nature / +6% cold Changes damage: +3% lightning Pinning immunity: +21% Knockback immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to activate talent Instill Fear (costing 9 power out of 45/45) : Effective talent level: 2.6 Power cost: 9 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 87.20 mind and 87.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 83. Terrified: Deals 22.47 mind and 22.47 darkness damage per turn and increases cooldowns by 120%. Haunted: Causes the target to suffer 33.71 mind and 33.71 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+0 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 8 power out of 15/15) : Effective talent level: 1.5 Power cost: 8 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Veloba (3 def, 0 armour) Veloba (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 78% Changes stats: +4 Str / +3 Dex / +1 Wil / +1 Cun Changes resistances: +30% light Changes damage: +32% light / +12% temporal / +15% darkness / +12% physical Reduces incoming crit damage: 15.52% Mana each turn: +1.80 Mana when hit: +2.10 Maximum mana: +110.00 Spellpower: +9 (+0 eff.) It can be used to activate talent Manaflow, placing all other charms into a 20 cooldown : Effective talent level: 1.3 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 34 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Wildkiss (8 def, 13 armour) Wildkiss (8 def, 13 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+0 eff.) Armour: +13 Defense: +8 (+1 eff.) Fatigue: +5% Effects on melee hit: * 21% chance to slow global speed by 123% Changes stats: +5 Str / +7 Wil / +10 Con Changes resistances: +13% physical / +5% arcane / +6% all Changes resistances penetration: +25% arcane / +20% nature Changes damage: +6% nature Physical save: +24 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xerutha (13 def, 0 armour) Xerutha (13 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +13 (+1 eff.) Changes resistances: +25% cold / +20% physical / +20% darkness / +30% nature Changes damage: +17% cold / +16% physical / +15% darkness / +18% nature Reduces incoming crit damage: 5.00% Pinning immunity: +10% Knockback immunity: +21% Life regen: +4.00 Maximum hate: +9.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
Xybrelle (0 def, 5 armour) Xybrelle (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +15 Str / +26 Dex Changes resistances: +6% acid / +3% temporal / +34% darkness / +6% light / +3% mind / +5% arcane Changes resistances penetration: +15% mind Changes damage: +3% mind Infravision radius: +7 It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 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 780.0 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Yaldan Baoth (0 def, 10 armour) Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 20 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Yviwyn the drakeskin leather cap (0 def, 5 armour) Yviwyn the drakeskin leather cap (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +5 Fatigue: +5% Changes stats: +8 Str / +5 Wil / +7 Cun / +10 Con Changes resistances: +6% darkness Cut immunity: +20% Maximum life: +20.00 Mindpower: +5 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 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 780.0 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Yvumira the Blizzardvalor (10 def, 5 armour) Yvumira the Blizzardvalor (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +8 Armour: +5 Defense: +10 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +11 Dex / +3 Mag / +18 Cun / +7 Con Changes resistances: -40% light Changes resistances penetration: +25% cold Critical mult.: +5.00% Vim when firing critical spell: +2.07 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% A cap made of leather. |
drakeskin leather cap 'Leluleg' (0 def, 5 armour) drakeskin leather cap 'Leluleg' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to reduce armor by 78% Damage when hit (Melee): 2 acid Changes stats: +27 Str / +16 Dex / +8 Cun / +7 Con Changes resistances: +9% acid / -30% light / +5% arcane Changes resistances penetration: +20% arcane / +5% acid Changes damage: +12% arcane It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 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 780.0 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
elven-silk wizard hat 'Gilyrab' (3 def, 0 armour) elven-silk wizard hat 'Gilyrab' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Str / +7 Wil / +7 Cun Changes resistances: +14% lightning / +13% temporal / +13% cold / +9% acid / +10% fire Mindpower: +5 (+1 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Pusnoon' (3 def, 0 armour) elven-silk wizard hat 'Pusnoon' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Dex / +11 Wil / +20 Cun / +5 Con Changes resistances: +28% nature Changes resistances penetration: +10% nature Changes damage: +19% nature Mental save: +38 (+3 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 784 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 24% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Sileta' (3 def, 0 armour) elven-silk wizard hat 'Sileta' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +7 Wil / +8 Con Changes resistances: +25% light / +5% arcane Changes damage: +8% temporal / +32% light / +14% physical / +17% arcane / +12% darkness Equilibrium when hit: +0.04 Maximum psi: +30.00 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 5 cooldown : Effective talent level: 9.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 37 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 11 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Umbragrit' (8 def, 0 armour) elven-silk wizard hat 'Umbragrit' (8 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +8 (+1 eff.) Changes resistances: +12% darkness / +2% physical Changes resistances penetration: +26% darkness Life regen: +9.00 Psi each turn: +0.40 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Damage Shield Power: +27% A pointy cloth hat, very wizardly... |
voratun helm 'Adalessra' (0 def, 5 armour) voratun helm 'Adalessra' (0 def, 5 armour)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 penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +7 Str / +4 Dex / +5 Cun Changes resistances: +15% acid / +12% fire / +8% lightning / +14% cold Changes damage: +15% arcane Equilibrium when hit: +0.08 Psi when hit: +0.12 Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Camagund' (12 def, 5 armour) voratun helm 'Camagund' (12 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +5 Defense: +12 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str / +18 Dex / +7 Cun / +1 Con Changes resistances penetration: +10% mind Stamina each turn: +3.10 Maximum stamina: +31.03 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chargeenvy (4 def, 17 armour) Chargeenvy (4 def, 17 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 67 Damage when hit (Melee): 2 arcane Changes resistances: +11% acid / +12% physical / +12% blight / +34% cold / +35% lightning / +9% fire Changes resistances penetration: +15% lightning Changes damage: +3% arcane / +15% blight A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Duskterror the voratun mail armour (5 def, 10 armour) Duskterror the voratun mail armour (5 def, 10 armour)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 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 6 acid Changes stats: +7 Str / +6 Con Changes resistances: +19% blight / +17% nature / +30% acid Changes damage: +6% darkness Reduced damage from: +13% Unnatural Life regen: +6.00 Stamina each turn: +2.30 Maximum life: +100.00 A suit of armour made of mail. |
Hathirion (5 def, 15 armour) Hathirion (5 def, 15 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 67 * 10% chance to reduce all saves and defense by 88 Damage when hit (Melee): 2 mind Changes stats: +6 Str / +6 Con Changes resistances: +10% acid / +12% cold / +9% blight Changes resistances penetration: +5% blight / +10% mind Changes damage: +3% mind Allows you to breathe in: water Life regen: +8.00 Stamina each turn: +1.40 Maximum life: +69.00 A suit of armour made of mail. |
Hellquarry the voratun mail armour (20 def, 19 armour) Hellquarry the voratun mail armour (20 def, 19 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +20 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 6 arcane Changes stats: +14 Cun / +8 Wil Changes resistances: +28% cold / +5% arcane / +6% fire Changes resistances penetration: +10% mind Changes damage: +6% mind Mental save: +42 (+4 eff.) A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)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 (+1 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. |
Layutta (5 def, 22 armour) Layutta (5 def, 22 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +22 Defense: +5 (+1 eff.) Fatigue: +12% Damage (Melee): 23 acid / 15 fire Damage when hit (Melee): 13 acid / 14 fire / 8 physical Changes stats: +2 Dex Changes resistances: +30% acid / +19% light / +30% fire / +29% cold / +16% darkness Changes resistances penetration: +20% physical A suit of armour made of mail. |
Lorythel the Boltpassion (5 def, 23 armour) Lorythel the Boltpassion (5 def, 23 armour)Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour: +23 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +1 Dex / +5 Wil Changes resistances: +10% acid / +27% darkness / +30% blight / +15% cold / +6% lightning Changes resistances penetration: +5% lightning Changes damage: +6% physical Allows you to breathe in: water Life regen: +5.20 Stamina each turn: +2.40 Only die when reaching: -20.00 life Light radius: +1 A suit of armour made of mail. |
Porolrabeth the Heatwar (5 def, 10 armour) Porolrabeth the Heatwar (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 arcane Changes stats: +9 Str Changes resistances: +22% physical / +14% darkness / +34% cold Changes resistances penetration: +10% fire Changes damage: +15% arcane Physical save: +16 (+2 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 131 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)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 (+1 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 25 power out of 80/80) : Effective talent level: 3.9 Power cost: 25 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 176.09 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. |
Smearstrider the voratun mail armour (5 def, 18 armour) Smearstrider the voratun mail armour (5 def, 18 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 123% Changes resistances: +17% light / +5% arcane / +27% cold / +9% nature / +20% darkness Changes damage: +12% temporal Physical save: +11 (+1 eff.) A suit of armour made of mail. |
Tidevault the voratun mail armour (5 def, 16 armour) Tidevault the voratun mail armour (5 def, 16 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 4 cold Changes stats: +3 Str / +10 Con Changes resistances: +21% temporal / -18% light / +40% fire / +6% cold / +8% darkness Changes resistances penetration: +5% physical Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+0 eff.) Stamina each turn: +1.00 Only die when reaching: -40.00 life A suit of armour made of mail. |
Torivor the Gorestun (5 def, 19 armour) Torivor the Gorestun (5 def, 19 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+1 eff.) Fatigue: +2% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +5 Con Changes resistances: +25% acid / +9% cold Changes resistances penetration: +10% nature Reduces incoming crit damage: 5.00% Physical save: +17 (+2 eff.) Silence immunity: +20% Teleport immunity: +20% Life regen: +2.00 Maximum life: +83.00 A suit of armour made of mail. |
voratun mail armour 'Dourkin' (5 def, 28 armour) voratun mail armour 'Dourkin' (5 def, 28 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 Defense: +5 (+1 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 69% Changes resistances: +30% acid / +27% cold / +9% darkness Changes damage: +12% darkness / +21% arcane Allows you to breathe in: water Physical save: +12 (+1 eff.) A suit of armour made of mail. |
voratun mail armour 'Salulle' (5 def, 10 armour) voratun mail armour 'Salulle' (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +24 (+1 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage (Melee): 17 acid / 22 fire Damage when hit (Melee): 14 acid / 14 fire Changes stats: +7 Str / +9 Mag / +9 Wil Changes resistances: +57% lightning / +6% temporal / +27% fire / +3% mind / +20% acid Changes resistances penetration: +5% blight Physical save: +6 (+1 eff.) Disarm immunity: +10% Maximum life: +80.00 Spellpower: +22 (+1 eff.) Spell crit. chance: +9% Mindpower: +23 (+2 eff.) Mental crit. chance: +9% A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+1 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 (+2 eff.) Mindpower: +10 (+1 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. |
Coalwyrd the drakeskin leather armour (20 def, 8 armour) Coalwyrd the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +18 (+0 eff.) Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 67 * 20% chance to reduce damage dealt by 69% Damage when hit (Melee): 4 mind Changes resistances: +29% fire Changes damage: +9% darkness / +12% blight Critical mult.: +39.00% Mental save: +3 (+0 eff.) Mental crit. chance: +2% A suit of armour made of leather. |
Cyrina the drakeskin leather armour (45 def, 25 armour) Cyrina the drakeskin leather armour (45 def, 25 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +25 Defense: +45 (+3 eff.) Fatigue: +8% Changes stats: +10 Cun Changes resistances: +6% acid / +5% arcane / +30% cold / +12% nature / +9% lightning Spell save: +6 (+1 eff.) Mental save: +44 (+4 eff.) Only die when reaching: -60.00 life A suit of armour made of leather. |
Dagylefang the drakeskin leather armour (20 def, 8 armour) Dagylefang the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+0 eff.) Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Changes stats: +3 Mag Changes resistances: +3% blight / +28% fire Changes resistances penetration: +15% blight Changes damage: +12% blight Critical mult.: +19.00% Reduces incoming crit damage: 5.00% Life regen: +6.20 Stamina each turn: +2.50 Light radius: +2 A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+2 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+0 eff.) It can be used to turn yourself invisible (power 367, based on Cunning and Magic) for 10 turns Activation costs 25 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 13 power out of 50/50) : Effective talent level: 2.6 Power cost: 13 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 274.73 to 824.20 lightning damage (549.46 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Eilinimina the drakeskin leather armour (20 def, 21 armour) Eilinimina the drakeskin leather armour (20 def, 21 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +21 Defense: +20 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 10 fire Damage (Ranged): 8 fire Changes stats: +3 Wil / +2 Mag Changes resistances: +22% physical / +55% fire Spell save: +6 (+1 eff.) Life regen: +9.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +74.00 Healing mod.: +16% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
Gylaith (47 def, 16 armour) Gylaith (47 def, 16 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +8.0% Armour: +16 Defense: +47 (+3 eff.) Fatigue: +8% Changes stats: +10 Cun Changes resistances: +26% lightning Critical mult.: +15.00% Mental save: +24 (+2 eff.) Stamina each turn: +1.20 Light radius: +1 Infravision radius: +3 See invisible: +3 Damage Shield penetration: +30% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 18 cooldown : Effective talent level: 6.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 2961 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Korosazor (20 def, 15 armour) Korosazor (20 def, 15 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +15 Defense: +20 (+2 eff.) Fatigue: +8% Changes stats: +3 Con / +5 Wil Changes resistances: +14% acid / +1% physical / +23% darkness / +25% blight / +15% cold / +29% fire Allows you to breathe in: water Physical save: +12 (+1 eff.) Stamina each turn: +3.00 Light radius: +2 A suit of armour made of leather. |
Lisatta the Winterkarma (34 def, 8 armour) Lisatta the Winterkarma (34 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +34 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 2 cold Changes stats: +9 Dex / +5 Wil Changes resistances: +28% blight / +27% cold / +42% darkness Changes resistances penetration: +25% cold Changes damage: +9% darkness Light radius: +2 Movement speed: +20% A suit of armour made of leather. |
Manurab the drakeskin leather armour (20 def, 8 armour) Manurab the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Changes resistances: +3% acid / +26% cold / +15% mind Changes resistances penetration: +25% acid Changes damage: +9% mind Life regen: +26.10 Maximum life: +138.00 Healing mod.: +40% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
Mardygas the drakeskin leather armour (20 def, 8 armour) Mardygas the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Changes resistances: +27% fire Changes resistances penetration: +5% blight / +20% mind Spell save: +9 (+1 eff.) Life regen: +23.90 Maximum life: +139.00 Maximum vim: +50.00 Spellpower: +5 (+0 eff.) Healing mod.: +36% A suit of armour made of leather. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Changes resistances: +0% fire / +0% darkness / +0% all Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+0 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 30 It can be used to activate talent Blood Grasp (costing 6 power out of 12/12) : Effective talent level: 7.5 Power cost: 6 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 763.41 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+1 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 6 power out of 16/16) : Effective talent level: 7.2 Power cost: 6 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 7, knocking back anything caught inside and setting them ablaze, doing 655.74 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+1 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+1 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Sparkwire the drakeskin leather armour (20 def, 14 armour) Sparkwire the drakeskin leather armour (20 def, 14 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +20 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 4 lightning Changes stats: +4 Mag / +6 Wil Changes resistances: +13% acid / +25% darkness / +26% blight / +14% cold / +6% lightning Changes resistances penetration: +15% lightning Changes damage: +9% blight Allows you to breathe in: water Mana when firing critical spell: +1.00 Maximum life: +46.00 Spell crit. chance: +4% Light radius: +1 A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 10 power out of 30/30) : Effective talent level: 3.0 Power cost: 10 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 346.63 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
The Untouchable (14 def, 12 armour) 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 (+1 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. |
Wretchpride the drakeskin leather armour (20 def, 8 armour) Wretchpride the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce armor by 78% Damage when hit (Melee): 10 nature Changes stats: +10 Str Changes resistances: +33% acid / +13% physical / +19% darkness / +30% temporal Changes resistances penetration: +5% acid Changes damage: +6% acid / +15% nature Light radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 131 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
drakeskin leather armour 'Charcast' (20 def, 8 armour) drakeskin leather armour 'Charcast' (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 2 fire Changes stats: +4 Wil Changes resistances: +19% light / +6% cold / +22% blight / +6% fire / +9% mind / +42% darkness Changes resistances penetration: +20% light Changes damage: +9% cold / +9% fire Mental save: +25 (+2 eff.) Light radius: +2 A suit of armour made of leather. |
drakeskin leather armour 'Charquell' (20 def, 8 armour) drakeskin leather armour 'Charquell' (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 2 fire Changes stats: +8 Cun / +6 Wil Changes resistances: +9% blight Changes resistances penetration: +5% blight / +5% fire Changes damage: +3% blight / +21% fire Mental save: +25 (+2 eff.) Maximum life: +41.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
drakeskin leather armour 'Corpsezephyr,' (35 def, 8 armour) drakeskin leather armour 'Corpsezephyr,' (35 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +11.0% Armour: +8 Defense: +35 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 123% Changes stats: +3 Dex / +5 Wil / +2 Con Changes resistances: +21% blight / +30% darkness Changes resistances penetration: +5% nature Changes damage: +6% physical Life regen: +7.40 Stamina each turn: +3.70 Light radius: +2 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 2679 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
drakeskin leather armour 'Sparkwake' (33 def, 8 armour) drakeskin leather armour 'Sparkwake' (33 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Physical power: +25 (+1 eff.) Armour: +8 Defense: +33 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 78% Changes stats: +10 Str / +9 Mag / +7 Wil Changes resistances: +66% lightning / +6% cold Changes resistances penetration: +10% cold Changes damage: +6% acid Stamina each turn: +1.00 Spellpower: +23 (+1 eff.) Spell crit. chance: +10% Mindpower: +18 (+2 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 18 cooldown : Effective talent level: 6.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 2961 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+1 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+1 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Coalhacker (0 def, 26 armour) Coalhacker (0 def, 26 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +22% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 67 * 21% chance to reduce damage dealt by 69% Damage (Melee): 21 acid / 20 fire Damage when hit (Melee): 12 acid / 16 fire Changes stats: +8 Str Changes resistances: +39% acid / +24% physical / +26% darkness / +36% fire / +13% lightning / +13% cold Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +3% fire Light radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 131 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+1 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 1184.49 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 13 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)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 (+2 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+4 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. |
Festerquick (13 def, 33 armour) Festerquick (13 def, 33 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +33 Defense: +13 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 nature / 4 lightning Changes stats: +5 Cun Changes resistances penetration: +20% nature / +5% fire Changes damage: +9% nature / +9% lightning Physical save: +14 (+1 eff.) Mental save: +23 (+2 eff.) Life regen: +8.00 Stamina each turn: +2.50 A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour) Monolith Armour (40 def, 50 armour)Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+3 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+3 eff.) Spell save: +35 (+4 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+2 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Noonfame the voratun plate armour (0 def, 16 armour) Noonfame the voratun plate armour (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +18 (+0 eff.) Armour: +16 Fatigue: +22% Damage when hit (Melee): 2 lightning Changes stats: +15 Str / +9 Mag / +10 Wil / +4 Con Changes resistances: +19% lightning / +41% light / +19% darkness Changes damage: +9% lightning Maximum life: +100.00 Spellpower: +23 (+1 eff.) Spell crit. chance: +10% Mindpower: +23 (+2 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+1 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+1 eff.) Mental save: +25 (+2 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+1 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 8 power out of 25/25) : Effective talent level: 2.6 Power cost: 8 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 139 Armour, 197 Defense and your attacks will gain 86% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+4 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 13 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+2 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+1 eff.) Spell save: +25 (+3 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Veladhewyn (10 def, 26 armour) Veladhewyn (10 def, 26 armour)Requires: - Massive armour training - Strength 60 Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +10 (+1 eff.) Fatigue: +22% Changes stats: +9 Str Changes resistances: +13% physical / +14% darkness / +18% blight / +6% light / +17% nature / +5% arcane Reduced damage from: +11% Unnatural Mental save: +6 (+0 eff.) Cut immunity: +20% Maximum life: +60.00 Light radius: +2 Healing mod.: +10% It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 131 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Velebrenne (14 def, 25 armour) Velebrenne (14 def, 25 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +14 (+1 eff.) Fatigue: +22% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 67 Changes stats: +1 Mag / +2 Wil / +4 Cun Changes resistances: +9% blight / +27% cold / +18% light / +20% darkness Changes resistances penetration: +15% arcane Mental save: +21 (+2 eff.) Mana each turn: +0.12 Spellpower: +10 (+0 eff.) A suit of armour made of metal plates. |
Yaryrath (0 def, 25 armour) Yaryrath (0 def, 25 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Fatigue: +22% Changes resistances: +25% lightning / +3% temporal / +9% light / +56% fire / +28% acid / +27% physical / +26% cold / +3% mind / +3% darkness Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 15.52% Blindness immunity: +21% Disarm immunity: +34% Stun/Freeze immunity: +30% Knockback immunity: +36% A suit of armour made of metal plates. |
voratun plate armour 'Dimoath' (0 def, 16 armour) voratun plate armour 'Dimoath' (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 10% chance to reduce damage dealt by 69% Damage when hit (Melee): 4 darkness Changes stats: +8 Cun / +7 Wil Changes resistances: +9% physical Changes damage: +6% darkness Physical save: +20 (+2 eff.) Mental save: +28 (+2 eff.) Life regen: +8.00 Hate when firing a critical mind attack: +5.00 Maximum life: +51.00 Mental crit. chance: +2% Healing mod.: +18% A suit of armour made of metal plates. |
voratun plate armour 'Gunirazor' (0 def, 22 armour) voratun plate armour 'Gunirazor' (0 def, 22 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Fatigue: +22% Damage when hit (Melee): 2 temporal Changes resistances: +56% acid / +15% physical / +15% lightning / +25% cold / +9% mind / +11% fire Changes resistances penetration: +15% mind Changes damage: +12% mind Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Disarm immunity: +34% Stun/Freeze immunity: +40% Knockback immunity: +40% A suit of armour made of metal plates. |
voratun plate armour 'Rimerupture' (0 def, 16 armour) voratun plate armour 'Rimerupture' (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +12 Str / +13 Con Changes resistances: +6% cold / +19% light / +15% darkness Changes damage: +6% physical Physical save: +12 (+1 eff.) Mana when firing critical spell: +2.00 Maximum life: +166.00 Spell crit. chance: +2% Damage Shield penetration: +20% A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Adowen the voratun shield (10 def, 19 armour, 100% power, 236.87632173115 block) Adowen the voratun shield (10 def, 19 armour, 100% power, 236.87632173115 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +237 Damage (Melee): +18 lightning When wielded/worn: Armour: +19 Defense: +10 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 17 lightning Changes stats: +8 Dex / +4 Con Changes resistances: +20% lightning / +19% temporal / +28% cold Changes damage: +6% arcane Talent granted: +1 Block Physical save: +3 (+0 eff.) Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 15 cooldown : Effective talent level: 5.4 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (1178) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Aereldathra the Glowwill (0 def, 10 armour, 100% power, 197.5 block) Aereldathra the Glowwill (0 def, 10 armour, 100% power, 197.5 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +198 Damage (Melee): +30 physical / +15 fire Damage (radius 2) on crit: +20 darkness When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 17 fire Changes stats: +5 Str / +5 Wil Changes resistances: +40% physical / +6% light / +13% fire Changes resistances penetration: +20% light Changes damage: +9% light Talent granted: +1 Block Slows Projectiles: +32% Bonus block near projectiles: +92 Handheld deflection devices. |
Anineg the Deepsclash (0 def, 20 armour, 100% power, 193.5 block) Anineg the Deepsclash (0 def, 20 armour, 100% power, 193.5 block)Requires: - Shield usage training - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 On weapon hit: * Deal physical damage equal to your armor (-57) When wielded/worn: Armour: +20 Fatigue: +8% Effects on melee hit: * 18 arcane resource burn Damage (Melee): 25 acid / 24 nature Effects when hit in melee: * 14 arcane resource burn Changes stats: +6 Con Changes resistances: +27% lightning / +33% nature / +31% acid Changes damage: +12% darkness Talent granted: +1 Block Handheld deflection devices. |
Betheta the stralite shield (0 def, 8 armour, 100% power, 137.5 block) Betheta the stralite shield (0 def, 8 armour, 100% power, 137.5 block)Requires: - Shield usage training - Dexterity 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (radius 1) on hit: +18 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 29 lightning / 9 fire Damage when hit (Melee): 17 lightning / 8 fire / 4 mind Changes stats: +5 Dex / +3 Mag Changes resistances: +25% cold Talent granted: +1 Block Mental save: +6 (+0 eff.) Mental crit. chance: +2% Light radius: +3 Handheld deflection devices. |
Black Mesh (8 def, 2 armour, 100% power, 120 block) Black Mesh (8 def, 2 armour, 100% power, 120 block)Requires: - Shield usage training - Dexterity 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Blightstopper (18 def, 12 armour, 100% power, 240 block) Blightstopper (18 def, 12 armour, 100% power, 240 block)Requires: - Shield usage training - Dexterity 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+2 eff.) Disease immunity: +60% It can be used to purge up to 7 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 12 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Brodidunaleg (0 def, 10 armour, 100% power, 207.5 block) Brodidunaleg (0 def, 10 armour, 100% power, 207.5 block)Requires: - Shield usage training - Dexterity 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +208 Damage (Melee): +30 physical When wielded/worn: Accuracy: +22 (+1 eff.) Armour: +10 Fatigue: +8% Changes stats: +12 Str / +9 Dex / +3 Wil Changes resistances: +30% fire / +20% physical Changes damage: +3% acid / +3% arcane Talent granted: +1 Block Critical mult.: +15.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 100% power, 48 block) Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Shield usage training - Dexterity 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stats: 190% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cuthoruihek (0 def, 10 armour, 100% power, 199 block) Cuthoruihek (0 def, 10 armour, 100% power, 199 block)Requires: - Shield usage training - Dexterity 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 183% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +199 Damage (Melee): +30 cold When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 558 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +1 Cun / +4 Wil Changes resistances: +30% lightning / +49% cold / +12% nature / +3% darkness Talent granted: +1 Block Spell save: +6 (+1 eff.) See invisible: +6 Handheld deflection devices. |
Cyrina the voratun shield (0 def, 10 armour, 100% power, 201 block) Cyrina the voratun shield (0 def, 10 armour, 100% power, 201 block)Requires: - Shield usage training - Dexterity 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +201 When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 35 lightning Damage when hit (Melee): 11 lightning On shield block: * Cause enemies within radius 6 to bleed for 820 physical damage over 5 turns (1/turn) Changes stats: +3 Str / +2 Mag / +6 Cun / +5 Con Changes resistances: +27% acid Talent granted: +1 Block Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 100% power, 220 block) Fire Dragon Shield (16 def, 9 armour, 100% power, 220 block)Requires: - Shield usage training - Dexterity 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Fire Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+1 eff.) Ranged Defense: +15 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Flamestreak (0 def, 10 armour, 100% power, 201.5 block) Flamestreak (0 def, 10 armour, 100% power, 201.5 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 184% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 Damage (Melee): +20 lightning Damage (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +21 (+1 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 78% Damage when hit (Melee): 31 lightning Changes stats: +8 Str / +15 Dex Changes resistances: +19% lightning / +19% physical / +3% fire / +6% acid Changes resistances penetration: +15% fire Changes damage: +12% fire Talent granted: +1 Block Handheld deflection devices. |
Flashbloom (0 def, 20 armour, 100% power, 327 block) Flashbloom (0 def, 20 armour, 100% power, 327 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +327 Damage (Melee): +20 light / +18 darkness When wielded/worn: Armour: +20 Fatigue: +8% Damage when hit (Melee): 4 lightning Changes stats: +16 Mag / +9 Cun / +8 Con Changes resistances: +6% lightning / +23% cold / +20% light / +19% darkness Changes resistances penetration: +15% lightning Changes damage: +17% light / +18% darkness Talent granted: +1 Block Physical save: +15 (+1 eff.) Handheld deflection devices. |
Isluvea the Frigidpride (0 def, 10 armour, 100% power, 209.5 block) Isluvea the Frigidpride (0 def, 10 armour, 100% power, 209.5 block)Requires: - Shield usage training - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +210 Damage (Melee): +8 cold When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 25 arcane resource burn Damage (Melee): 15 acid / 24 nature Effects when hit in melee: * 5 arcane resource burn Changes stats: +7 Con Changes resistances: +13% acid / +9% cold / +14% nature / +29% lightning Changes resistances penetration: +20% cold Changes damage: +9% mind Talent granted: +1 Block Mental save: +9 (+0 eff.) Maximum life: +100.00 Maximum hate: +4.00 Handheld deflection devices. |
Nerunne the voratun shield (0 def, 37 armour, 100% power, 428.5 block) Nerunne the voratun shield (0 def, 37 armour, 100% power, 428.5 block)Requires: - Shield usage training - Dexterity 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +428 Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +21 acid When wielded/worn: Armour: +37 Fatigue: +8% Changes stats: +7 Con Changes resistances penetration: +10% arcane Changes damage: +3% acid Talent granted: +1 Block Physical save: +13 (+1 eff.) Mental save: +6 (+0 eff.) Maximum hate: +8.00 Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 100% power, 180 block) Piercing Gaze (5 def, 25 armour, 100% power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Poroyabeth the voratun shield (0 def, 10 armour, 100% power, 200.5 block) Poroyabeth the voratun shield (0 def, 10 armour, 100% power, 200.5 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 187% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +200 Damage (Melee): +17 lightning When wielded/worn: Accuracy: +15 (+1 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 31 lightning / 2 arcane Changes stats: +9 Str / +11 Dex Changes resistances: +18% lightning / +25% fire Changes damage: +3% blight / +9% temporal Talent granted: +1 Block Mana when firing critical spell: +2.07 Maximum mana: +60.00 Spellpower: +5 (+0 eff.) Handheld deflection devices. |
Sanguine Shield (0 def, 15 armour, 100% power, 220 block) Sanguine Shield (0 def, 15 armour, 100% power, 220 block)Requires: - Shield usage training - Dexterity 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 170% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Shadegore the voratun shield (0 def, 10 armour, 100% power, 214.5 block) Shadegore the voratun shield (0 def, 10 armour, 100% power, 214.5 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +214 Damage (Melee): +4 darkness Damage (radius 2) on crit: +30 light / +31 fire When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +10 Fatigue: +8% On shield block: * Deals 404 light and fire damage to each enemy blocked Changes stats: +7 Str / +13 Dex Changes resistances: +18% blight / +14% fire / +13% light / +18% nature Changes damage: +6% blight Talent granted: +1 Block Critical mult.: +5.00% Mana each turn: +0.08 Equilibrium when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +30.00 Mindpower: +10 (+1 eff.) Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 100% power, 150 block) Shieldsmaiden (5 def, 20 armour, 100% power, 150 block)Requires: - Shield usage training - Dexterity 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Ice Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Shinefist (0 def, 10 armour, 100% power, 218 block) Shinefist (0 def, 10 armour, 100% power, 218 block)Requires: - Shield usage training - Dexterity 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +218 Damage (radius 1) on hit: +12 arcane Damage (radius 2) on crit: +12 light When wielded/worn: Accuracy: +24 (+2 eff.) Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 820 physical damage over 5 turns (1/turn) Changes stats: +13 Str / +12 Dex Changes resistances: +15% acid / +30% cold / +6% light Talent granted: +1 Block Handheld deflection devices. |
Skywasp (0 def, 10 armour, 100% power, 198 block) Skywasp (0 def, 10 armour, 100% power, 198 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +198 Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +35 fire / +28 light / +4 nature When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 404 light and fire damage to each enemy blocked Changes resistances: +26% lightning / +19% temporal / +13% light / +27% fire Changes resistances penetration: +15% fire Changes damage: +3% lightning / +12% fire / +3% nature Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 15 cooldown : Effective talent level: 7.2 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (1350) is absorbed, or the time runs out (12 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Summertide (17 def, 15 armour, 100% power, 260 block) Summertide (17 def, 15 armour, 100% power, 260 block)Requires: - Shield usage training - Willpower 28 - Dexterity 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Light Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+2 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+1 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 618.03 to 772.54 light damage (based on Willpower and Cunning) Activation costs 6 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (8 def, 4 armour, 100% power, 325 block) Temporal Rift (8 def, 4 armour, 100% power, 325 block)Requires: - Shield usage training - Dexterity 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 170% Mag, 40% Wil Damage type: Temporal Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+2 eff.) Spellpower: +12 (+1 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (12 def, 9 armour, 100% power, 200 block) The Black Wall (12 def, 9 armour, 100% power, 200 block)Requires: - Shield usage training - Dexterity 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Darkness Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+1 eff.) Ranged Defense: +15 (+1 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Titanic (20 def, 18 armour, 100% power, 320 block) Titanic (20 def, 18 armour, 100% power, 320 block)Requires: - Shield usage training - Dexterity 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Unruzor (0 def, 29 armour, 100% power, 303 block) Unruzor (0 def, 29 armour, 100% power, 303 block)Requires: - Shield usage training - Dexterity 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +303 On weapon hit: * Deal physical damage equal to your armor (-57) When wielded/worn: Armour: +29 Fatigue: +8% Changes stats: +5 Str / +2 Mag / +7 Con Changes resistances: +6% mind / +29% cold Talent granted: +1 Block Physical save: +15 (+1 eff.) Light radius: +2 See invisible: +6 Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block)Requires: - Shield usage training - Dexterity 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 127% Range: 1.4x Uses stats: 200% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+1 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
voratun shield 'Chalusasin' (0 def, 22 armour, 100% power, 251.37632173115 block) voratun shield 'Chalusasin' (0 def, 22 armour, 100% power, 251.37632173115 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 174% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +251 Damage (Melee): +19 acid Damage (radius 2) on crit: +40 light / +37 fire When wielded/worn: Armour: +22 Fatigue: +8% Effects when hit in melee: * 18% chance to reduce armor by 78% On shield block: * Deals 404 light and fire damage to each enemy blocked Changes stats: +5 Con Changes resistances: +17% acid / +12% fire / +15% light / +17% physical Talent granted: +1 Block Critical mult.: +15.00% Poison immunity: +10% Mindpower: +5 (+1 eff.) Mental crit. chance: +3% Handheld deflection devices. |
voratun shield 'Koreromildir' (0 def, 10 armour, 100% power, 185.5 block) voratun shield 'Koreromildir' (0 def, 10 armour, 100% power, 185.5 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +186 Damage (Melee): +19 acid / +20 lightning When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 16% chance to reduce armor by 78% Damage when hit (Melee): 11 lightning Changes stats: +6 Dex / +6 Con Changes resistances: +13% acid / +23% cold / +9% temporal / +20% lightning Changes resistances penetration: +20% temporal Changes damage: +9% temporal Talent granted: +1 Block Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Handheld deflection devices. |
voratun shield 'Xanuna' (0 def, 16 armour, 100% power, 197 block) voratun shield 'Xanuna' (0 def, 16 armour, 100% power, 197 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +197 Damage (Melee): +30 physical When wielded/worn: Armour penetration: +2 Physical power: +31 (+1 eff.) Armour: +16 Fatigue: +8% Changes stats: +5 Wil Changes resistances: +18% temporal / +30% fire / +16% physical Talent granted: +1 Block Slows Projectiles: +28% Bonus block near projectiles: +110 Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 15 cooldown : Effective talent level: 5.4 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (1178) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 50 power out of 100/100. The very essence of bearness! |
Arkul's Siege Arrows (14/14, 180% power, 100 apr) Arkul's Siege Arrows (14/14, 180% power, 100 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 40% Wil, 50% Dex, 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Flashzeal the quiver of dragonbone arrows (20/20, 166% power, 18 apr) Flashzeal the quiver of dragonbone arrows (20/20, 166% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 651 physical damage * 25% chance for lightning to strike from the target to a second target dealing 268 damage Damage Shield penetration (this weapon only): +30% Damage (Ranged): +21 physical / +32 darkness / +4 blight / +8 mind / +12 arcane Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +4 lightning Damage against: +23% Living Arrows are used with bows to pierce your foes to death. |
Glintmight the quiver of dragonbone arrows (22/22, 186% power, 18 apr) Glintmight the quiver of dragonbone arrows (22/22, 186% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +15.0% Capacity: 22 On weapon hit: * 10% chance to slow global speed by 123% * 20% chance to knock the target back 3 spaces and deal 651 physical damage On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +33 lightning / +60 physical Damage (radius 1) on hit: +21 light Damage (radius 2) on crit: +17 lightning / +21 light Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Quiver of Domination (20/20, 127% power, 8 apr) Quiver of Domination (20/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 60% Wil, 60% Dex, 100% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Quiver of the Sun (25/25, 142% power, 15 apr) Quiver of the Sun (25/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 40% Wil, 60% Dex, 120% Mag Damage type: Bright light Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
The Titan's Quiver (18/18, 174% power, 20 apr) The Titan's Quiver (18/18, 174% power, 20 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 40% Wil, 50% Dex, 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 156% power, 120 apr) Void Quiver (0/0, 156% power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 140% Mag Damage type: Temporal darkness Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Xanalemith (20/20, 183% power, 18 apr) Xanalemith (20/20, 183% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 183% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +24.0% Capacity: 20 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +21 blight Damage (radius 1) on hit: +21 fire Damage (radius 2) on crit: +21 blight Arrows are used with bows to pierce your foes to death. |
Yaryroddarim the Mucustorrent (19/19, 182% power, 18 apr) Yaryroddarim the Mucustorrent (19/19, 182% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 183% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +43.0% Capacity: 19 On weapon hit: * 20% chance to slow global speed by 123% * 20% chance to reduce all saves and defense by 88 On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +4 temporal Damage (radius 1) on hit: +27 fire / +8 nature / +12 temporal Damage (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Abysswedge' (23/23, 187% power, 18 apr) quiver of dragonbone arrows 'Abysswedge' (23/23, 187% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 188% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +23.0% Capacity: 23 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 651 physical damage On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +41 physical / +4 fire / +4 cold Damage (radius 1) on hit: +21 fire / +8 cold Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Islidhema' (22/22, 193% power, 18 apr) quiver of dragonbone arrows 'Islidhema' (22/22, 193% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 193% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +20.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 651 physical damage On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +44 lightning / +76 physical Damage (radius 2) on crit: +18 lightning / +12 physical When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Magmajam' (19/19, 163% power, 18 apr) quiver of dragonbone arrows 'Magmajam' (19/19, 163% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +24.0% Capacity: 19 When this weapon hits: Curse of Impotence (20% chance level 5). On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 temporal / +8 fire Damage (radius 1) on hit: +16 fire / +4 temporal Damage (radius 2) on crit: +12 temporal / +8 fire Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Wildcut' (19/19, 187% power, 18 apr) quiver of dragonbone arrows 'Wildcut' (19/19, 187% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 188% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +23.0% Capacity: 19 When this weapon hits: Curse of Death (20% chance level 5). On weapon hit: * 21% chance to slow global speed by 123% On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 nature / +29 light / +21 darkness Damage (radius 1) on hit: +16 nature Damage (radius 2) on crit: +12 darkness Damage against: +39% Undead Arrows are used with bows to pierce your foes to death. |
15 agate 15 agate0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
559 alchemist agate 559 alchemist agate0.00 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. |
11 onyx 11 onyx0.00 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
22 aquamarine 22 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 lapis lazuli 17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 opal 21 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 sapphire 31 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 topaz 18 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Amynik the voratun pickaxe (dig speed 8 turns) Amynik the voratun pickaxe (dig speed 8 turns)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% Damage when hit (Melee): 4 acid Changes stats: +13 Str / +15 Wil Changes resistances: +9% darkness / +9% fire Changes resistances penetration: +15% blight Changes damage: +3% mind Mental save: +3 (+0 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +10% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 15 power out of 30/30) : Effective talent level: 7.2 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 276.19 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Stokeschism' (dig speed 13 turns) dwarven-steel pickaxe 'Stokeschism' (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+0 eff.) Damage when hit (Melee): 6 cold Changes stats: +2 Cun / +2 Str Changes resistances: +12% nature / +3% fire Changes damage: +7% nature / +6% fire Maximum life: +22.00 Maximum stamina: +20.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Haneblek' (dig speed 9 turns) voratun pickaxe 'Haneblek' (dig speed 9 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +7 Str / +3 Con Changes resistances: +11% darkness / +5% arcane / +12% nature Changes damage: +13% mind / +15% fire Damage affinity(heal): +15% darkness Spell save: +6 (+1 eff.) Mental save: +16 (+1 eff.) Life regen: +4.14 Light radius: +1 Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Xerulrawyn' (dig speed 3 turns) voratun pickaxe 'Xerulrawyn' (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +9 (+0 eff.) Armour: +5 Defense: +8 (+1 eff.) Effects on melee hit: * 21% chance to reduce armor by 78% Damage when hit (Melee): 2 arcane / 8 acid Changes stats: +3 Str Changes resistances: +7% fire / +8% darkness / +7% physical Changes resistances penetration: +20% acid Changes damage: +6% acid Critical mult.: +20.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 40 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
15 emerald 15 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
28 jade 28 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 spinel 18 spinel0.00 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
37 turquoise 37 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Cyredakira CyredakiraPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 23 fire Changes stats: +1 Wil Changes resistances: +6% temporal / +8% fire Changes damage: +15% arcane Critical mult.: +5.00% Mental save: +11 (+1 eff.) Blindness immunity: +50% Confusion immunity: +28% Mindpower: +6 (+1 eff.) Mental crit. chance: +12% Light radius: +11 See stealth: +18 See invisible: +23 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 160 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. |
Dúathedlen Heart Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Gleammortal GleammortalInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Str / +5 Dex / +4 Mag / +8 Con Changes resistances: +14% blight / +3% all Changes damage: +6% light Spell save: +13 (+1 eff.) Mental save: +14 (+1 eff.) Life regen: +16.00 Light radius: +5 See stealth: +21 See invisible: +30 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Glitterrune GlitterrunePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% darkness / +13% blight / +15% cold / +3% mind / +14% light Changes resistances penetration: +15% light / +25% mind Changes damage: +13% darkness / +9% light Damage affinity(heal): +5% darkness Blindness immunity: +37% Confusion immunity: +30% Spellpower: +5 (+0 eff.) Spell crit. chance: +6% Light radius: +11 Infravision radius: +10 See stealth: +25 See invisible: +36 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 7.5 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 205 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Light of Revelation Light of RevelationPowered 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 13 power out of 25/25) : Effective talent level: 2.6 Power cost: 13 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 546.63 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 546.63 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+0 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 2983 cold damage (based on your Magic) Activation costs 10 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(474 power, based on Willpower) Activation costs 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 908.43 darkness damage (based on Mindpower and charge) Activation costs 5 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 9 (based on Magic) detrimental mental effects Activation costs 20 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Yarodil YarodilInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +9 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 78% Changes stats: +6 Wil Changes resistances: +6% darkness / +3% all Changes damage: +3% acid Critical mult.: +19.00% Spell save: +11 (+1 eff.) Mental save: +15 (+1 eff.) Poison immunity: +20% Only die when reaching: -80.00 life Light radius: +5 See stealth: +24 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern brass lantern2.00 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. |
dwarven lantern 'Galegore' dwarven lantern 'Galegore'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+1 eff.) Changes stats: +2 Str / +1 Dex / +4 Mag / +6 Wil / +3 Cun Changes resistances: +13% light / +3% lightning Changes damage: +3% lightning / +11% mind / +15% darkness Damage affinity(heal): +5% darkness Physical save: +17 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +16 (+1 eff.) Light radius: +8 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 5.2 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 713.87 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+0 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 8 power out of 25/25) : Effective talent level: 6.5 Power cost: 8 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 10 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 10 power out of 25/25) : Effective talent level: 3.9 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 65 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+1 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 9 power out of 35/35) : Effective talent level: 3.0 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 131 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 5 power out of 9/9) : Effective talent level: 3.6 Power cost: 5 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 788.65 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered 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. |
Crystal Heart Crystal HeartPowered 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
70 alchemist bloodstone 70 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
44 bloodstone 44 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
45 fire opal 45 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 garnet 19 garnet0.00 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
24 ruby 24 ruby0.00 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 2832.72 fire damage (based on Magic) Activation costs 25 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (2/2) Rod of Annulment (2/2)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 15 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 1121% of the healing done. This effect scales with your Magic stat. Activation costs 38 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3) Rod of Recall (3/3)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 101 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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 4797.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 13 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Chamigoyon the Bleakusher (22/22, 168% power, 6 apr) Chamigoyon the Bleakusher (22/22, 168% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 168% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 Turns elapse between self-loadings: 2 On weapon hit: * 10% chance to reduce all saves and defense by 88 * 21% chance to reduce damage dealt by 69% On weapon crit: * Splash the target with acid dealing 448 damage over 5 turns and reducing armor and accuracy by 56 Damage (radius 1) on hit: +16 darkness / +21 mind Damage (radius 2) on crit: +12 darkness Shots are used with slings to pummel your foes to death. |
Emelitta the pouch of voratun shots (21/21, 167% power, 6 apr) Emelitta the pouch of voratun shots (21/21, 167% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 168% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +22 Armour Penetration: +6 Crit. chance: +21.0% Capacity: 21 On weapon hit: * 21% chance to slow global speed by 123% * 21 arcane resource burn * 20% chance to reduce all saves and defense by 88 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 585 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +200% Damage (Ranged): +12 mind Damage (radius 1) on hit: +8 mind Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 139% power, 15 apr) Frozen Shards (25/25, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Glatira (22/22, 167% power, 6 apr) Glatira (22/22, 167% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 651 physical damage Travel speed: +100% Damage (Ranged): +22 fire / +13 cold / +40 physical Damage (radius 1) on hit: +20 physical Damage (radius 2) on crit: +4 arcane / +15 fire When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Greenroar (19/19, 180% power, 6 apr) Greenroar (19/19, 180% power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 180% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +35.0% Capacity: 19 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 78% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +4 temporal / +4 nature Damage (radius 1) on hit: +4 temporal Damage (radius 2) on crit: +16 nature / +4 acid Shots are used with slings to pummel your foes to death. |
Gynn the Scorchqueen (20/20, 191% power, 6 apr) Gynn the Scorchqueen (20/20, 191% power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 192% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Capacity: 20 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 arcane / +21 fire Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +21 fire Shots are used with slings to pummel your foes to death. |
Islymira the pouch of voratun shots (21/21, 178% power, 6 apr) Islymira the pouch of voratun shots (21/21, 178% power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 179% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +18.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 30% chance to reduce all saves and defense by 88 * 21% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 651 physical damage On weapon crit: * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +33 physical / +19 mind Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +4 blight / +16 temporal Shots are used with slings to pummel your foes to death. |
Moldhack (23/51, 174% power, 18 apr) Moldhack (23/51, 174% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 174% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +7.0% Capacity: 51 Turns elapse between self-loadings: 2 On weapon hit: * 21% chance to slow global speed by 123% * 20% chance to reduce armor by 78% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +8 acid / +18 light / +21 nature Damage (radius 2) on crit: +4 nature Damage against: +30% Undead Shots are used with slings to pummel your foes to death. |
Nerebrewe the Windwake (21/21, 183% power, 23 apr) Nerebrewe the Windwake (21/21, 183% power, 23 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 184% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +23 Crit. chance: +30.0% Capacity: 21 On weapon hit: * 10% chance to slow global speed by 123% * 20% chance to knock the target back 3 spaces and deal 651 physical damage Travel speed: +400% Damage Shield penetration (this weapon only): +31% Damage (Ranged): +8 arcane / +29 physical / +4 nature Damage (radius 1) on hit: +20 nature / +12 arcane Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 147% power, 15 apr) Pouch of the Subconscious (20/20, 147% power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 50% Mag, 50% Cun, 50% Wil, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Wind Worn Shot (25/25, 148% power, 15 apr) Wind Worn Shot (25/25, 148% power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
pouch of voratun shots 'Tarreneg' (21/21, 181% power, 6 apr) pouch of voratun shots 'Tarreneg' (21/21, 181% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 182% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +29.0% Capacity: 21 On weapon hit: * 20% chance to reduce armor by 78% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 820 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +21 acid / +4 arcane / +16 blight Damage (radius 1) on hit: +20 acid / +16 fire Shots are used with slings to pummel your foes to death. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+2 eff.) 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. |
Greenbane the voratun torque of gale force [power 415] (8 cooldown) Greenbane the voratun torque of gale force [power 415] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 123% Changes resistances: +15% nature Changes resistances penetration: +26% arcane Changes damage: +9% nature It can be used to project a gust of wind in a cone knocking enemies back 13 spaces and dealing 444 physical damage Activation puts all charms on cooldown for 8 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 26% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Rimeidol the voratun torque of mindblast [power 475] (8 cooldown) Rimeidol the voratun torque of mindblast [power 475] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +3% blight / +3% temporal Changes damage: +9% blight / +6% cold / +3% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 508 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 8 turns. When used: * Increase all damage by 30% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+1 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 9 power out of 35/35) : Effective talent level: 3.9 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 326 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Viperfoe [power 465] (8 cooldown) Viperfoe [power 465] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +10% nature Changes damage: +12% arcane Spell save: +3 (+0 eff.) Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking enemies back 14 spaces and dealing 498 physical damage Activation puts all charms on cooldown for 8 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase all damage penetration by 24% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
voratun torque of gale force 'Brenadan' [power 380] (8 cooldown) voratun torque of gale force 'Brenadan' [power 380] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Defense: +20 (+2 eff.) Changes resistances: +3% physical It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 407 physical damage Activation puts all charms on cooldown for 8 turns. When used: * Reduce fatigue by 39% for 2 turns. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Durorig [power 548] (8 cooldown) Durorig [power 548] (8 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +15% mind / +5% arcane Changes resistances penetration: +10% mind Changes damage: +12% mind It can be used to heal yourself and all friendly characters within 10 spaces for 548 Activation puts all charms on cooldown for 8 turns. When used: * Gain a 32% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 2. * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+1 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Persistent Will Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+1 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 13 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
The Guardian's Totem The Guardian's TotemInfused 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 123% 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 (+2 eff.) Mindpower: +8 (+1 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 25 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 5 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of summon tentacle 'Crackleransom' [power 370] (13 cooldown) dragonbone totem of summon tentacle 'Crackleransom' [power 370] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 78% Damage when hit (Melee): 2 acid / 6 lightning Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +3% acid It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1010 Base Damage: 453 Armor: 44 All Resist: 26 Activation puts all charms on cooldown for 13 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of summon tentacle 'Duskpain' [power 340] (13 cooldown) dragonbone totem of summon tentacle 'Duskpain' [power 340] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% mind Changes resistances penetration: +20% blight / +15% mind / +5% darkness Changes damage: +15% arcane Spell crit. chance: +2% It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 854 Base Damage: 375 Armor: 29 All Resist: 25 Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 36% for 2 turns. * Increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of summon tentacle 'Nimbussever' [power 430] (13 cooldown) dragonbone totem of summon tentacle 'Nimbussever' [power 430] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +15% mind / +3% lightning Changes resistances penetration: +26% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1125 Base Damage: 474 Armor: 15 All Resist: 31 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 3 talent cooldowns by 2. * Gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
19 amethyst 19 amethyst0.00 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Beluma [power 476] (10 cooldown) Beluma [power 476] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +10 Cun Changes resistances: +5% arcane Changes damage: +9% arcane Equilibrium when hit: +0.04 Mental crit. chance: +2% It can be used to create a shield absorbing up to 476 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Betonn [power 464] (8 cooldown) Betonn [power 464] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +9% temporal / +6% cold / +3% darkness / +3% physical Spell save: +3 (+0 eff.) Disarm immunity: +10% Life regen: +4.14 Maximum life: +20.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 99 lightning damage and will be dazed for 1 turn (496 total damage) Activation puts all charms on cooldown for 8 turns. When used: * Increase all damage by 30% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Deepsbait the dragonbone wand of clairvoyance [power 15] (8 cooldown) Deepsbait the dragonbone wand of clairvoyance [power 15] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 69% Changes resistances: +6% darkness Changes resistances penetration: +10% darkness / +10% fire Changes damage: +6% darkness / +3% fire It can be used to reveal the area around you, dispelling darkness (radius 15, power 256 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 8 turns. When used: * Heal for 99. * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Getysta the Boltclamor [power 15] (8 cooldown) Getysta the Boltclamor [power 15] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +9% cold Changes resistances penetration: +25% lightning / +15% temporal Changes damage: +9% lightning It can be used to reveal the area around you, dispelling darkness (radius 15, power 256 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 8 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+2 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 1178 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 18 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+0 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 1252.97 temporal and 1252.97 darkness damage (based on Magic) Activation costs 10 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Woefoe the dragonbone wand of shielding [power 494] (10 cooldown) Woefoe the dragonbone wand of shielding [power 494] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +8 Defense: +15 (+1 eff.) Changes stats: +3 Str Changes resistances penetration: +15% physical Changes damage: +3% darkness Physical save: +6 (+1 eff.) It can be used to create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Gain a 23% chance to evade weapon attacks for 2 turns. * Increase all damage by 30% for 2 turns. * Cleanse 2 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. |
dragonbone wand of conjuration 'Boratir' [power 330] (8 cooldown) dragonbone wand of conjuration 'Boratir' [power 330] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Str / +3 Wil Changes damage: +9% mind Critical mult.: +20.69% Equilibrium when hit: +0.04 See invisible: +3 It can be used to fire a magical bolt dealing 353 lightning damage Activation puts all charms on cooldown for 8 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Cleanse 2 total effects of type disease, wound, or poison. * Reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of lightning storm 'Shocksquall' [power 464] (8 cooldown) dragonbone wand of lightning storm 'Shocksquall' [power 464] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 88 Damage when hit (Melee): 2 mind Changes resistances: +6% mind / +6% blight Changes resistances penetration: +15% lightning Changes damage: +3% lightning / +6% blight It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 99 lightning damage and will be dazed for 1 turn (496 total damage) Activation puts all charms on cooldown for 8 turns. When used: * Increase all damage by 24% for 2 turns. * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of shielding 'Xoba' [power 560] (10 cooldown) dragonbone wand of shielding 'Xoba' [power 560] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 67 Changes resistances: +9% blight Changes damage: +15% blight / +9% arcane It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Heal for 88. * Cleanse 3 total effects of type disease, wound, or poison. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered 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 15 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
36 diamond 36 diamond0.00 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
42 moonstone 42 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
35 pearl 35 pearl0.00 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 quartz 15 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 amber 22 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 ametrine 14 ametrine0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
28 citrine 28 citrine0.00 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
32 zircon 32 zircon0.00 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Don Tries Magic Again the Higher Archmage level 36
11st Haze 123rd year of Ascendancy at 08:19 see stats
By Don Tries Magic Again the Higher Archmage level 36
76th Dusk 123rd year of Ascendancy at 08:56 see stats
By Don Tries Magic Again the Higher Archmage level 30
26th Pyre 123rd year of Ascendancy at 03:26 see stats
By Don Tries Magic Again the Higher Archmage level 35
72nd Dusk 123rd year of Ascendancy at 07:20 see stats
By Don Tries Magic Again the Higher Archmage level 36
8th Haze 123rd year of Ascendancy at 11:51 see stats
By Don Tries Magic Again the Higher Archmage level 43
1st Time of Balance 125th year of Ascendancy at 12:50 see stats
By Don Tries Magic Again the Higher Archmage level 43
20th Pyre 125th year of Ascendancy at 11:44 see stats
By Don Tries Magic Again the Higher Archmage level 50
75th Dusk 126th year of Ascendancy at 13:11 see stats
By Don Tries Magic Again the Higher Archmage level 50
4th Allure 126th year of Ascendancy at 00:20 see stats
By Don Tries Magic Again the Higher Archmage level 50
40th Regrowth 126th year of Ascendancy at 15:18 see stats
By Don Tries Magic Again the Higher Archmage level 50
60th Haze 126th year of Ascendancy at 19:14 see stats
By Don Tries Magic Again the Higher Archmage level 41
66th Regrowth 125th year of Ascendancy at 20:53 see stats
By Don Tries Magic Again the Higher Archmage level 50
46th Dusk 126th year of Ascendancy at 22:38 see stats
By Don Tries Magic Again the Higher Archmage level 50
3rd Haze 126th year of Ascendancy at 13:06 see stats
By Don Tries Magic Again the Higher Archmage level 15
71st Dusk 122nd year of Ascendancy at 04:45 see stats
By Don Tries Magic Again the Higher Archmage level 50
18th Regrowth 126th year of Ascendancy at 06:43 see stats
By Don Tries Magic Again the Higher Archmage level 40
49th Haze 124th year of Ascendancy at 09:58 see stats
By Don Tries Magic Again the Higher Archmage level 38
62nd Pyre 124th year of Ascendancy at 14:20 see stats
By Don Tries Magic Again the Higher Archmage level 1
74th Pyre 122nd year of Ascendancy at 17:18 see stats
By Don Tries Magic Again the Higher Archmage level 20
26th Haze 122nd year of Ascendancy at 19:57 see stats
By Don Tries Magic Again the Higher Archmage level 50
49th Dusk 126th year of Ascendancy at 19:15 see stats
By Don Tries Magic Again the Higher Archmage level 20
26th Haze 122nd year of Ascendancy at 13:10 see stats
By Don Tries Magic Again the Higher Archmage level 33
48th Dusk 123rd year of Ascendancy at 03:24 see stats
By Don Tries Magic Again the Higher Archmage level 50
3rd Pyre 126th year of Ascendancy at 20:58 see stats
By Don Tries Magic Again the Higher Archmage level 41
73rd Regrowth 125th year of Ascendancy at 11:26 see stats
By Don Tries Magic Again the Higher Archmage level 50
19th Regrowth 126th year of Ascendancy at 16:44 see stats
By Don Tries Magic Again the Higher Archmage level 35
70th Dusk 123rd year of Ascendancy at 23:47 see stats
By Don Tries Magic Again the Higher Archmage level 28
6th Decay 122nd year of Ascendancy at 05:03 see stats
By Don Tries Magic Again the Higher Archmage level 45
20th Pyre 125th year of Ascendancy at 14:27 see stats
By Don Tries Magic Again the Higher Archmage level 38
64th Pyre 124th year of Ascendancy at 00:43 see stats
By Don Tries Magic Again the Higher Archmage level 30
32nd Pyre 123rd year of Ascendancy at 12:11 see stats
By Don Tries Magic Again the Higher Archmage level 10
1st Dusk 122nd year of Ascendancy at 05:31 see stats
By Don Tries Magic Again the Higher Archmage level 20
25th Haze 122nd year of Ascendancy at 22:19 see stats
By Don Tries Magic Again the Higher Archmage level 30
26th Pyre 123rd year of Ascendancy at 03:23 see stats
By Don Tries Magic Again the Higher Archmage level 40
49th Haze 124th year of Ascendancy at 09:58 see stats
By Don Tries Magic Again the Higher Archmage level 50
11st Haze 125th year of Ascendancy at 14:54 see stats
By Don Tries Magic Again the Higher Archmage level 38
60th Pyre 124th year of Ascendancy at 19:38 see stats
By Don Tries Magic Again the Higher Archmage level 38
56th Pyre 124th year of Ascendancy at 20:31 see stats
By Don Tries Magic Again the Higher Archmage level 50
3rd Pyre 126th year of Ascendancy at 09:25 see stats
By Don Tries Magic Again the Higher Archmage level 27
1st Decay 122nd year of Ascendancy at 11:11 see stats
By Don Tries Magic Again the Higher Archmage level 13
21st Dusk 122nd year of Ascendancy at 19:40 see stats
By Don Tries Magic Again the Higher Archmage level 50
27th Pyre 126th year of Ascendancy at 22:51 see stats
By Don Tries Magic Again the Higher Archmage level 21
28th Haze 122nd year of Ascendancy at 01:07 see stats
By Don Tries Magic Again the Higher Archmage level 7
7th Flare 122nd year of Ascendancy at 20:25 see stats
By Don Tries Magic Again the Higher Archmage level 1
78th Pyre 122nd year of Ascendancy at 23:41 see stats
By Don Tries Magic Again the Higher Archmage level 40
49th Haze 124th year of Ascendancy at 10:36 see stats
By Don Tries Magic Again the Higher Archmage level 38
59th Pyre 124th year of Ascendancy at 09:36 see stats
By Don Tries Magic Again the Higher Archmage level 38
58th Pyre 124th year of Ascendancy at 01:38 see stats
By Don Tries Magic Again the Higher Archmage level 50
49th Dusk 126th year of Ascendancy at 19:13 see stats
By Don Tries Magic Again the Higher Archmage level 7
7th Flare 122nd year of Ascendancy at 06:58 see stats
By Don Tries Magic Again the Higher Archmage level 50
18th Regrowth 127th year of Ascendancy at 03:41 see stats
By Don Tries Magic Again the Higher Archmage level 7
2nd Flare 122nd year of Ascendancy at 15:08 see stats
By Don Tries Magic Again the Higher Archmage level 30
26th Pyre 123rd year of Ascendancy at 03:26 see stats
By Don Tries Magic Again the Higher Archmage level 41
72nd Regrowth 125th year of Ascendancy at 10:41 see stats
By Don Tries Magic Again the Higher Archmage level 30
34th Pyre 123rd year of Ascendancy at 10:48 see stats
By Don Tries Magic Again the Higher Archmage level 50
49th Dusk 126th year of Ascendancy at 19:15 see stats
By Don Tries Magic Again the Higher Archmage level 24
73rd Haze 122nd year of Ascendancy at 06:40 see stats
By Don Tries Magic Again the Higher Archmage level 46
49th Pyre 125th year of Ascendancy at 23:03 see stats
By Don Tries Magic Again the Higher Archmage level 1
74th Pyre 122nd year of Ascendancy at 17:18 see stats
By Don Tries Magic Again the Higher Archmage level 1
74th Pyre 122nd year of Ascendancy at 17:18 see stats
By Don Tries Magic Again the Higher Archmage level 50
18th Regrowth 127th year of Ascendancy at 03:41 see stats
By Don Tries Magic Again the Higher Archmage level 35
72nd Dusk 123rd year of Ascendancy at 02:43 see stats
By Don Tries Magic Again the Higher Archmage level 36
11st Haze 123rd year of Ascendancy at 08:20 see stats
Log
Doomed Shade of Don Tries Magic Again misses Don Tries Magic Again.
Doomed Shade of Don Tries Magic Again loses 50 mana from using a non-Arcane talent!
Doomed Shade of Don Tries Magic Again leeches life from Don Tries Magic Again!
Don Tries Magic Again receives 273 healing from Blood Splash.
Don Tries Magic Again hits Doomed Shade of Don Tries Magic Again for (38 webs of fate), (20 dissipated), (16 reacted , -7 stam), (9 to time), 0 arcane, 246 healing, 96 healing, 28 healing, 28 healing, 1 healing (0 total damage) [399 healing].
Melee retaliation hits Don Tries Magic Again for 240 temporal, 94 light, 27 temporal, 28 fire, 10 temporal, 5 acid, 1 temporal, 1 arcane (407 total damage).
Webs of Fate hits Don Tries Magic Again for 18 temporal, 14 arcane (32 total damage).
Doomed Shade of Don Tries Magic Again uses Draconic Will.
Doomed Shade of Don Tries Magic Again's skin hardens.
Doomed Shade of Don Tries Magic Again loses 50 mana from using a non-Arcane talent!
Doomed Shade of Don Tries Magic Again Triggers an Anomaly! (Anomaly Temporal Shield).
Doomed Shade of Don Tries Magic Again casts Turn Back the Clock.
Doomed Shade of Don Tries Magic Again's spell attains critical power!
Doomed Shade of Don Tries Magic Again's spell attains critical power!
Doomed Shade of Don Tries Magic Again misses Don Tries Magic Again.
Doomed Shade of Don Tries Magic Again loses 50 mana from using a non-Arcane talent!
Doomed Shade of Don Tries Magic Again receives 752 healing from Blood Splash.
Doomed Shade of Don Tries Magic Again uses Shattering Blow.
Doomed Shade of Don Tries Magic Again misses Don Tries Magic Again.
Doomed Shade of Don Tries Magic Again loses 50 mana from using a non-Arcane talent!
Don Tries Magic Again shrugs off the effect 'Regression'!
Doomed Shade of Don Tries Magic Again's spell attains critical power!
Doomed Shade of Don Tries Magic Again's spell attains critical power!
Doomed Shade of Don Tries Magic Again leeches life from Don Tries Magic Again!
Blood Splash hits Doomed Shade of Don Tries Magic Again for 752 healing, 752 healing (0 total damage) [1504 healing].
Doomed Shade of Don Tries Magic Again receives 573 healing from Don Tries Magic Again.
Doomed Shade of Don Tries Magic Again's Turn Back the Clock hits Don Tries Magic Again for 2313 temporal damage.
Don Tries Magic Again the level 50 ghoul archmage was spaghettified across the whole of space and time to death by a Doomed Shade of Don Tries Magic Again but nobody knew why him suddenly became evil on level 3 of Shadow Crypt.
Don Tries Magic Again is no longer out of phase.
Don Tries Magic Again is free from the acid.