Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! magebow class v18 1.3.1Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Doctornull's Class Pack 1.2.1This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Archmage |
Level / Exp | 200 / 29652% |
Size | gargantuan |
Lifes / Deaths | Killed by multi-hued crystal at level 29 on the 4th Flare 122nd year of Ascendancy at 19:34 / 31Killed by multi-hued crystal at level 29 on the 4th Flare 122nd year of Ascendancy at 21:38 Killed by wolf at level 37 on the 7th Flare 122nd year of Ascendancy at 19:10 Killed by orc mage-hunter at level 37 on the 7th Flare 122nd year of Ascendancy at 21:18 Killed by Porunor the elven cultist at level 44 on the 3rd Dusk 122nd year of Ascendancy at 19:37 Killed by Saloldata the elven guard at level 57 on the 4th Dusk 122nd year of Ascendancy at 18:08 Killed by Saloldata the elven guard at level 57 on the 4th Dusk 122nd year of Ascendancy at 21:21 Killed by Saloldata the elven guard at level 57 on the 4th Dusk 122nd year of Ascendancy at 23:10 Killed by elven tempest at level 62 on the 5th Dusk 122nd year of Ascendancy at 09:46 Killed by Gureta the fire drake at level 103 on the 58th Dusk 122nd year of Ascendancy at 05:39 Killed by fire drake at level 122 on the 59th Dusk 122nd year of Ascendancy at 06:37 Killed by Varsha the Writhing at level 122 on the 59th Dusk 122nd year of Ascendancy at 09:03 Killed by Lisorin the vampire at level 190 on the 62nd Haze 122nd year of Ascendancy at 12:34 Killed by Doick the dwarf at level 197 on the 63rd Haze 122nd year of Ascendancy at 10:08 Killed by Doick the dwarf at level 197 on the 63rd Haze 122nd year of Ascendancy at 12:21 Killed by Polusenor the anaconda at level 200 on the 9th Decay 122nd year of Ascendancy at 04:36 Killed by Mayyrin the dredgling at level 200 on the 1st Wintertide 123rd year of Ascendancy at 02:57 Killed by Yvyriavea the Guardian at level 200 on the 22nd Regrowth 123rd year of Ascendancy at 19:00 Killed by Yvyriavea the Guardian at level 200 on the 22nd Regrowth 123rd year of Ascendancy at 20:57 Killed by Silura the Guardian at level 200 on the 22nd Regrowth 123rd year of Ascendancy at 23:40 Killed by Polilrada the skeleton warrior at level 200 on the 23rd Regrowth 123rd year of Ascendancy at 06:41 Killed by Lanhdi the shalore at level 200 on the 36th Pyre 123rd year of Ascendancy at 23:51 Killed by Emynor the elven cultist at level 200 on the 53rd Pyre 123rd year of Ascendancy at 10:48 Killed by Silukira the gwelgoroth at level 200 on the 53rd Pyre 123rd year of Ascendancy at 14:04 Killed by Eilinanne the elven cultist at level 200 on the 54th Pyre 123rd year of Ascendancy at 01:13 Killed by Mizorah at level 200 on the 64th Regrowth 124th year of Ascendancy at 21:58 Killed by orc pyromancer at level 200 on the 13rd Pyre 124th year of Ascendancy at 04:02 Killed by Nerumira the orc pyromancer at level 200 on the 13rd Pyre 124th year of Ascendancy at 06:06 Killed by Mizorah at level 200 on the 11st Dusk 124th year of Ascendancy at 11:41 Killed by Adyth the orc summoner at level 200 on the 11st Dusk 124th year of Ascendancy at 21:43 Killed by Isyta the orc mage-hunter at level 200 on the 13rd Dusk 124th year of Ascendancy at 14:20 |
Primary Stats
Strength | 235 (base 100) |
Dexterity | 304 (base 100) |
Constitution | 279 (base 100) |
Magic | 248 (base 100) |
Willpower | 266 (base 100) |
Cunning | 355 (base 100) |
Resources
Mana | 2183/2183 |
Equilibrium | 0 |
Life | 6637/6637 |
Positive | 0/647 |
Stamina | 1366/1366 |
Healing Factor | 2.23 |
Regeneration | 116.5175 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +215.85422624352% |
Spell | 0% |
Global | +290.53760723833% |
Vision
Sight | 12 |
Lite | -4 |
Infravision | 73 |
See Stealth | 79.563241828198 |
See Invisible | 266.00169773041 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 166 |
Accuracy | 144 |
Crit Chance | 238% |
APR | 187 |
Speed | 0.83 |
Offense: Spell
Spellpower | 140 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 123 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +10% |
Offense: Damage Penetration
All | +42% |
Defense: Base
Armour (hardiness) | 341.74563227187 (49%) |
Defense | 158 |
Ranged Defense | 176 |
Fatigue | 0 |
Physical Save | 166 |
Spell Save | 125 |
Mental Save | 145 |
Defense: Resistances
All | + 56%( 90%) |
Defense: Immunities
Stun Resistance | 88% |
Confusion Resistance | 100% |
Teleport Resistance | 5% |
Blind Resistance | 62% |
Silence Resistance | 93% |
Disarm Resistance | 100% |
Pinning Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 81% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1422 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2805% for 10 turns and instantly restoring 140 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Meta | 1.30 |
| 12/5 |
| 20/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.50 |
| 1/5 |
| 20/5 |
| 17/5 |
| 20/5 |
Spell / Air | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Arcane | 1.86 |
| 20/5 |
| 20/5 |
| 20/5 |
| 14/5 |
Spell / Phantasm | 1.30 |
| 6/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.50 |
| 20/5 |
| 13/5 |
| 20/5 |
| 0/5 |
Spell / Fire | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Aether | 1.50 |
| 20/5 |
| 20/5 |
| 1/5 |
| 12/5 |
Spell / Storm | 1.50 |
| 15/5 |
| 1/5 |
| 20/5 |
| 20/5 |
Spell / Water | 1.50 |
| 1/5 |
| 11/5 |
| 1/5 |
| 14/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 20/5 |
| 1/5 |
| 20/5 |
| 20/5 |
Celestial / Light | 0.80 |
| 20/5 |
| 1/5 |
| 20/5 |
| 20/5 |
Technique / Combat training | 1.00 |
| 19/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Divination | 1.30 |
| 20/5 |
| 20/5 |
| 1/5 |
| 20/5 |
Technique / Conditioning | 0.90 |
| 20/5 |
| 20/5 |
| 8/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Keen Senses |
talent | Arcane Shield |
talent | Blur Sight |
talent | Thunderstorm |
talent | Tempest |
talent | Feather Wind |
talent | Disruption Shield |
talent | Premonition |
talent | Shielding |
talent | Hurricane |
talent | Quicken Spells |
talent | Daunting Presence |
talent | Essence of Speed |
talent | Arcane Power |
talent | Pure Aether |
talent | Spellcraft |
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 |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Cultist. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by white crystal. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +1. | done |
You failed to protect the lost warrior from death by Mizorah. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 652. | 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 explored the expanse and closed all three wormholes. | done |
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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. 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. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
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. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Flashsteel' (49 def, 35 armour) pair of drakeskin leather boots 'Flashsteel' (49 def, 35 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +35 Defense: +49 (+6 eff.) Fatigue: -4% Changes stats: +14 Str / +25 Dex / +10 Mag / +14 Cun / +17 Con / +29 Lck Changes resistances: +15% acid / +30% temporal / +30% darkness / +6% light / +15% cold / +12% lightning / +11% fire Changes resistances penetration: +17% darkness / +14% temporal / +10% light / +11% physical Changes damage: +10% acid / +19% physical / +3% light / +9% blight Critical mult.: +6.00% Stealth bonus: +30 Maximum encumbrance: +30 Physical save: +37 (+4 eff.) Spell save: +15 (+2 eff.) Mental save: +36 (+5 eff.) Disease immunity: +37% Silence immunity: +47% Confusion immunity: +49% Stun/Freeze immunity: +37% Life regen: +5.80 Stamina each turn: +0.90 Hate when firing a critical mind attack: +3.00 Maximum life: +60.00 Maximum stamina: +5.00 Spellpower: +9 (+1 eff.) Infravision radius: +6 Movement speed: +50% Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +30 Resist all after a teleport: +17% New effects duration reduction after a teleport: +29% Size category: +1 It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 44% chance to completely evade them and granting you 105 defense for 21 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Oozemaster the brass lantern Oozemaster the brass lanternInfused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +42 Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +4 Wil / +15 Cun / +4 Con Changes resistances: +12% acid / +14% blight / +3% fire / +12% nature / +24% cold Changes resistances penetration: +42% all Critical mult.: +12.00% Spell save: +26 (+3 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +26% Silence immunity: +10% Disarm immunity: +5% Confusion immunity: +19% Knockback immunity: +5% Life regen: +4.30 Only die when reaching: -40.00 life Maximum life: +138.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Light radius: -6 Infravision radius: +14 See stealth: +9 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 89 for 7 turns. The radius will increase with your Cunning. 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. |
On head | voratun helm 'Ivaratta' (28 def, 21 armour) voratun helm 'Ivaratta' (28 def, 21 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +35 (+5 eff.) Armour: +21 Defense: +28 (+4 eff.) Fatigue: -3% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 10 physical Changes stats: +59 Str / +42 Dex / +8 Mag / +40 Wil / +8 Cun / +28 Con Changes resistances: +15% lightning / +30% physical / +50% darkness / +28% blight / +27% temporal / +8% arcane / +14% all Changes resistances penetration: +10% temporal Changes damage: +20% blight / +3% temporal / +20% arcane / +3% physical Reduces incoming crit damage: 10.00% Physical save: +124 (+13 eff.) Mental save: +73 (+10 eff.) Only die when reaching: -20.00 life Spell crit. chance: +5% Infravision radius: +14 Healing mod.: +15% It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Bethyth the Noonlace [power 69] (18 cooldown) Bethyth the Noonlace [power 69] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Str / +1 Wil / +1 Cun / +2 Con Changes resistances: +6% light Changes damage: +15% temporal Talent granted: +5 Rushing Claws It can be used to harden the skin for 6 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Scorchsmash' copper ring 'Scorchsmash'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +35 (+4 eff.) Physical power: +30 (+5 eff.) Armour: +8 Fatigue: -5% Effects on melee hit: * 14% chance to blind Effects on ranged hit: * 15% chance to blind Damage when hit (Melee): 8 blight / 4 arcane Changes stats: +16 Str / +28 Dex / +19 Mag / +16 Wil / +39 Cun / +14 Con Changes resistances: +3% fire / +24% cold Changes resistances penetration: +10% blight Changes damage: +12% blight / +12% cold / +15% temporal / +10% all Critical mult.: +10.00% Maximum encumbrance: +24 Spell save: +28 (+4 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +26% Confusion immunity: +23% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +26.00 Maximum stamina: +16.00 Maximum vim: +20.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +3% Mindpower: +30 (+4 eff.) Rings can have magical properties. |
On fingers | Poladhemina the Boltwrack Poladhemina the BoltwrackPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +42 (+5 eff.) Armour penetration: +27 Physical power: +21 (+3 eff.) Armour: +6 Defense: +27 (+3 eff.) Effects on melee hit: * 60% chance to corrode armour * 12% chance to cause random gloom * 14% chance to blind Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom * 15% chance to blind Damage (Ranged): 9 bleed Changes stats: +12 Str / +10 Dex / +10 Mag / +34 Wil / +29 Cun / +12 Con Changes resistances: +9% cold Changes damage: +9% acid / +6% temporal / +9% lightning Physical save: +28 (+3 eff.) Spell save: +54 (+7 eff.) Mental save: +17 (+3 eff.) Silence immunity: +10% Disarm immunity: +49% Pinning immunity: +51% Stun/Freeze immunity: +51% Knockback immunity: +52% Life regen: +2.40 Hate when firing a critical mind attack: +2.00 Maximum life: +104.00 Maximum hate: +7.00 Spellpower: +20 (+3 eff.) Mindpower: +34 (+5 eff.) Healing mod.: +14% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | drakeskin leather belt 'Fogglory' drakeskin leather belt 'Fogglory'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +29.0% Physical power: +39 (+6 eff.) Armour: +42 Defense: +66 (+8 eff.) Fatigue: -10% Changes stats: +6 Str / +28 Dex / +8 Mag / +12 Wil / +29 Cun / +10 Con / +38 Lck Changes resistances: +10% acid / +15% light / +12% darkness / +10% fire / +10% cold / +10% lightning Changes resistances penetration: +20% physical Changes damage: +6% darkness Reduced damage from: +66% Summoned Grants telepathy: Dragon Critical mult.: +30.00% Trap disarming bonus: +107 Stealth bonus: +75 Maximum encumbrance: +80 Physical save: +103 (+11 eff.) Spell save: +13 (+2 eff.) Mental save: +29 (+4 eff.) Life regen: +1.00 Only die when reaching: -40.00 life Maximum life: +110.00 Spell crit. chance: +6% Mindpower: +20 (+3 eff.) Mental crit. chance: +15% Infravision radius: +26 See invisible: +12 Size category: +2 A belt that goes around your waist. |
In main hand | Bokodunagrim the elven-wood vilestaff (35-42 power, 5 apr, acid element) Bokodunagrim the elven-wood vilestaff (35-42 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +21.0% Physical power: +13 (+2 eff.) Armour: +19 Defense: +10 (+2 eff.) Damage (Melee): 82 fire Changes stats: +32 Mag / +5 Wil / +24 Cun / +27 Con Changes resistances: +3% darkness / +6% cold / +3% fire / +9% nature / +8% arcane Maximum wards: +6 blight / +6 fire / +6 darkness / +6 acid Changes resistances penetration: +36% acid / +36% darkness / +36% blight / +36% fire / +5% mind Changes damage: +60% blight / +60% fire / +70% darkness / +60% acid Talents granted: +4 Ward +1 Command Staff Critical mult.: +209.00% Reduces incoming crit damage: 20.00% Physical save: +33 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +10% Teleport immunity: +5% Mana each turn: +0.94 Vim when firing critical spell: +21.00 Maximum mana: +176.00 Maximum vim: +132.00 Maximum neg.energy: +126.00 Spellpower: +125 (+16 eff.) Spell crit. chance: +40% See invisible: +51 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to unleash an elemental blastwave, dealing 182.43 - 218.92 acid damage in a radius 5 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Sootrupture (0 def, 34 armour) Sootrupture (0 def, 34 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +59 (+7 eff.) Armour penetration: +41 Armour: +34 Armour Hardiness: +9% Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 11 acid / 10 physical / 12 darkness Damage when hit (Melee): 8 acid Changes stats: +4 Str / +26 Dex / +4 Wil / +27 Cun / +35 Con Changes resistances: +8% acid / +9% physical / +40% darkness Changes resistances penetration: +30% temporal Changes damage: +15% acid / +8% physical / +23% darkness Talent mastery: +0.20 Technique / Grappling Physical save: +116 (+12 eff.) Spell save: +38 (+5 eff.) Mental save: +75 (+10 eff.) Disarm immunity: +294% Life regen: +6.90 Stamina each turn: +2.30 Psi each turn: +0.28 Maximum life: +126.00 Maximum stamina: +28.00 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | (Forged Item) Spidernull (96 def, 32 armour) (Forged Item) Spidernull (96 def, 32 armour)Requires: - Strength 20 Powered by arcane forces 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 penetration: +33 Physical crit. chance: +10.0% Armour: +32 Defense: +96 (+11 eff.) Ranged Defense: +45 (+5 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 45% Damage (Melee): 10 acid / 9 fire / 10 lightning Damage (Ranged): 10 acid / 9 fire / 10 lightning Changes stats: +10 Str / +20 Dex / +8 Mag / +3 Wil / +9 Cun Changes resistances: +26% lightning / +20% temporal / +14% darkness / +51% fire / +43% nature / +34% acid / +52% physical / +18% light / +8% blight / +71% cold / +14% mind / +6% arcane Changes resistances penetration: +7% temporal / +15% physical / +8% darkness / +20% arcane Changes damage: +7% acid / +23% physical / +8% darkness / +20% temporal / +7% cold / +7% fire / +12% arcane / +12% light Talent cooldown: Refit Golem (-3 turns) Critical mult.: +12.00% Physical save: +32 (+3 eff.) Spell save: +18 (+2 eff.) Mental save: +64 (+8 eff.) Silence immunity: +26% Life regen: +20.00 Stamina each turn: +1.50 Spellpower on spell critical (stacks up to 3 times): +3 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum life: +190.00 Maximum mana: +110.00 Maximum hate: +7.00 Maximum vim: +20.00 Spellpower: +8 (+1 eff.) Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Light radius: +2 Movement speed: +40% Healing mod.: +66% Chance to avoid any damage: +9% Reduces paradox anomalies(equivalent to willpower): +10 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Cloak | Lorokhad the Eclipsequarry (14 def, 35 armour) Lorokhad the Eclipsequarry (14 def, 35 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: Accuracy: +15 (+2 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +35 Defense: +14 (+2 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to disease Changes stats: +11 Str / +4 Dex / +24 Mag / +42 Wil / +29 Cun / +11 Con Changes resistances: +30% temporal / +75% darkness / +60% cold Changes resistances penetration: +43% darkness / +15% arcane Changes damage: +12% blight / +56% darkness / +12% arcane Critical mult.: +50.00% Stealth bonus: +62 Physical save: +22 (+2 eff.) Spell save: +48 (+7 eff.) Mental save: +34 (+5 eff.) Maximum mana: +174.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +29% Mental crit. chance: +23% See invisible: +15 Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | voratun amulet 'Woeimmortal' voratun amulet 'Woeimmortal'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +49 (+6 eff.) Armour penetration: +24 Physical crit. chance: +16.0% Physical power: +19 (+3 eff.) Armour: +24 Defense: +56 (+7 eff.) Fatigue: -38% Damage when hit (Melee): 8 blight Changes stats: +16 Dex / +21 Mag / +5 Wil / +22 Cun / +19 Con / +20 Lck Changes resistances cap: +20% all Changes resistances penetration: +25% blight Changes damage: +8% acid / +15% temporal / +16% light / +8% lightning / +8% fire / +6% cold / +36% physical / +19% darkness Talent mastery: +0.36 Spell / Arcane Critical mult.: +67.00% Physical save: +76 (+8 eff.) Mental save: +13 (+2 eff.) Blindness immunity: +36% Confusion immunity: +25% Life regen: +11.60 Stamina each turn: +3.00 Mana each turn: +0.08 Maximum hate: +2.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +18% Mindpower: +15 (+2 eff.) Mental crit. chance: +1% Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +20% Combat speed: +20% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 300.36 physical damage and 332.05 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (2474% regen over 10 turns; 124 instant mana) manasurge rune of the wizard (2474% regen over 10 turns; 124 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2474% for 10 turns and instantly restoring 124 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Cloudmark the voratun amulet Cloudmark the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +24 Physical crit. chance: +18.0% Physical power: +19 (+3 eff.) Armour: +8 Defense: +12 (+2 eff.) Fatigue: -17% Effects on melee hit: * 30% chance to daze Damage (Melee): 14 light / 14 darkness Effects when hit in melee: * 15% chance to inflict damage reduction * 15% chance to blind Changes stats: +19 Str / +39 Dex / +34 Mag / +26 Wil / +18 Cun / +20 Con Changes resistances: +6% lightning / +30% temporal / +3% light / +4% physical / +9% nature / +30% mind / +5% arcane Changes resistances cap: +7% all Changes damage: +16% lightning / +8% temporal / +26% darkness / +31% fire / +16% acid / +34% physical / +15% blight / +13% cold / +23% light Talent mastery: +0.40 Spell / Phantasm Critical mult.: +77.00% Physical save: +27 (+3 eff.) Mental save: +14 (+2 eff.) Disease immunity: +15% Confusion immunity: +114% Pinning immunity: +44% Stun/Freeze immunity: +10% Knockback immunity: +50% Life regen: +3.00 Stamina each turn: +2.80 Maximum life: +30.00 Maximum stamina: +15.00 Spellpower: +31 (+4 eff.) Spell crit. chance: +17% Mindpower: +12 (+1 eff.) Movement speed: +20% Combat speed: +20% Amulets can have magical properties. |
Dourtrial DourtrialPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Armour: +7 Defense: +30 (+4 eff.) Fatigue: -19% Damage when hit (Melee): 8 darkness Changes stats: +19 Str / +28 Dex / +9 Mag / +53 Wil / +12 Cun / +10 Con / +20 Lck Changes resistances cap: +7% all Changes damage: +9% physical / +6% darkness / +12% mind Talent mastery: +0.39 Spell / Phantasm Critical mult.: +20.00% Physical save: +107 (+11 eff.) Spell save: +92 (+13 eff.) Mental save: +143 (+18 eff.) Blindness immunity: +32% Confusion immunity: +75% Life regen: +5.80 Stamina each turn: +1.50 Equilibrium when hit: +0.08 Psi when hit: +0.08 Only die when reaching: -40.00 life Maximum psi: +40.00 Mindpower: +43 (+6 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Combat speed: +10% Healing mod.: +25% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Emyrawe EmyrawePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +58 (+7 eff.) Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +26 (+4 eff.) Armour: +7 Defense: +62 (+7 eff.) Fatigue: -17% Changes stats: +1 Str / +10 Dex / +10 Mag / +7 Wil / +7 Cun / +7 Con / +41 Lck Changes resistances: +5% arcane / +2% physical Changes resistances cap: +6% all Changes resistances penetration: +10% blight Changes damage: +8% acid / +27% physical / +8% cold / +7% fire / +12% arcane / +8% lightning Talent mastery: +0.34 Celestial / Chants Critical mult.: +23.00% Physical save: +23 (+2 eff.) Life regen: +5.10 Stamina each turn: +2.00 Mana each turn: +0.41 Spellpower on spell critical (stacks up to 3 times): +12 Only die when reaching: -60.00 life Maximum mana: +52.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Movement speed: +10% Combat speed: +30% Reduce all damage from unseen attackers: 54% Amulets can have magical properties. |
Iselewyn IselewynPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +12 (+2 eff.) Fatigue: -30% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to inflict damage reduction * 15% chance to blind Changes stats: +12 Str / +38 Dex / +22 Mag / +29 Wil / +34 Cun / +35 Con Changes resistances: +3% acid / +18% cold / +9% darkness Changes resistances cap: +7% all Changes damage: +8% lightning / +14% light / +23% fire / +8% acid / +10% physical / +14% blight / +8% cold / +6% arcane / +14% darkness Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.36 Spell / Water +0.36 Spell / Earth Critical mult.: +38.00% Physical save: +89 (+9 eff.) Spell save: +73 (+10 eff.) Mental save: +80 (+10 eff.) Poison immunity: +15% Disease immunity: +15% Confusion immunity: +70% Teleport immunity: +50% Life regen: +6.60 Stamina each turn: +4.50 Mana each turn: +1.77 Spellpower on spell critical (stacks up to 3 times): +18 Maximum life: +66.00 Maximum mana: +160.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +6% Mindpower: +45 (+6 eff.) Light radius: +1 Infravision radius: +5 Movement speed: +30% Combat speed: +10% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
copper amulet 'Abysscut' copper amulet 'Abysscut'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Armour: +4 Defense: +14 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 4 fire Changes stats: +19 Str / +21 Dex / +2 Mag / +14 Wil / +6 Cun / +19 Con / +8 Lck Changes resistances: +13% lightning / +15% acid Changes resistances cap: +3% all Changes resistances penetration: +5% acid Changes damage: +6% physical Critical mult.: +44.00% Physical save: +57 (+6 eff.) Spell save: +37 (+5 eff.) Mental save: +55 (+7 eff.) Cut immunity: +50% Confusion immunity: +12% Stun/Freeze immunity: +26% Teleport immunity: +50% Life regen: +1.60 Stamina each turn: +0.60 Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum life: +39.00 Maximum mana: +28.00 Mindpower: +6 (+1 eff.) Movement speed: +10% Combat speed: +10% Healing mod.: +14% Reduce all damage from unseen attackers: 12% It can be used to teleport you randomly (rad 37), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
voratun amulet 'Aeroba' voratun amulet 'Aeroba'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +66 (+8 eff.) Armour penetration: +23 Physical crit. chance: +18.0% Physical power: +9 (+2 eff.) Armour: +6 Defense: +40 (+5 eff.) Fatigue: -50% Changes stats: +7 Str / +43 Dex / +13 Wil / +51 Cun / +45 Con / +39 Lck Changes resistances: +30% temporal / +23% cold / +30% fire / +15% physical Changes resistances penetration: +10% arcane Changes damage: +9% physical Critical mult.: +58.00% Physical save: +39 (+4 eff.) Spell save: +24 (+3 eff.) Mental save: +45 (+6 eff.) Blindness immunity: +38% Disease immunity: +5% Confusion immunity: +25% Pinning immunity: +69% Knockback immunity: +48% Life regen: +12.20 Stamina each turn: +6.40 Only die when reaching: -80.00 life Maximum life: +78.00 Mindpower: +15 (+2 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +9 Movement speed: +40% Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Reduce all damage from unseen attackers: 40% Amulets can have magical properties. |
Arille the copper ring Arille the copper ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances penetration: +5% arcane Changes damage: +5% all Stun/Freeze immunity: +23% Life regen: +1.30 Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% Mindpower: +6 (+1 eff.) Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (+0 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Coalbone the stralite ring Coalbone the stralite ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +57 (+7 eff.) Armour penetration: +54 Physical crit. chance: +1.0% Physical power: +47 (+7 eff.) Defense: +45 (+5 eff.) Effects on melee hit: * 36% chance to cause random gloom Damage (Melee): 40 bleed Effects on ranged hit: * 36% chance to cause random gloom Damage (Ranged): 42 bleed Damage when hit (Melee): 4 lightning Changes stats: +18 Str / +9 Dex / +16 Mag / +33 Wil / +42 Cun / +36 Con Changes resistances: +36% acid / +9% darkness / +13% blight / +8% arcane / +13% nature Changes resistances penetration: +5% lightning Changes damage: +18% acid / +9% darkness / +8% all Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Physical save: +18 (+2 eff.) Spell save: +51 (+7 eff.) Mental save: +31 (+4 eff.) Poison immunity: +18% Disease immunity: +26% Confusion immunity: +42% Stun/Freeze immunity: +44% Life regen: +2.80 Hate when firing a critical mind attack: +6.00 Only die when reaching: -80.00 life Maximum stamina: +73.00 Maximum hate: +26.00 Spellpower: +30 (+4 eff.) Mindpower: +42 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Porynor PorynorPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +51 (+6 eff.) Armour penetration: +25 Physical power: +22 (+3 eff.) Armour: +36 Defense: +26 (+3 eff.) Effects on melee hit: * 48% chance to cause random gloom Damage (Melee): 50 bleed Effects on ranged hit: * 48% chance to cause random gloom Damage (Ranged): 48 bleed Changes stats: +30 Str / +15 Dex / +6 Mag / +14 Wil / +45 Cun / +27 Con Changes resistances: +22% acid / +9% temporal / +22% fire / +49% cold / +22% lightning Changes damage: +15% cold Physical save: +13 (+1 eff.) Spell save: +46 (+6 eff.) Mental save: +25 (+4 eff.) Blindness immunity: +20% Poison immunity: +5% Disease immunity: +15% Disarm immunity: +30% Confusion immunity: +38% Stun/Freeze immunity: +38% Life regen: +4.20 Psi when hit: +0.08 Hate when firing a critical mind attack: +9.00 Maximum life: +76.00 Maximum stamina: +46.00 Maximum hate: +32.00 Maximum psi: +40.00 Spellpower: +11 (+2 eff.) Mindpower: +19 (+2 eff.) Light radius: +3 Healing mod.: +22% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Xanoma XanomaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+2 eff.) Damage when hit (Melee): 4 temporal Changes stats: +7 Cun / +2 Wil Changes resistances: +9% temporal Changes resistances penetration: +5% arcane / +15% temporal Changes damage: +12% mind Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +3% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% Rings can have magical properties. |
savior's stralite ring of pilfering savior's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +13 Defense: +13 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +13 (+2 eff.) Mental save: +14 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
stralite ring 'Growthgash' stralite ring 'Growthgash'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +65 (+8 eff.) Armour penetration: +30 Physical power: +73 (+11 eff.) Defense: +55 (+7 eff.) Effects on melee hit: * Slows global speed by 60% * 36% chance to cause random gloom Damage (Melee): 39 bleed Effects on ranged hit: * 35% chance to cause random gloom Damage (Ranged): 37 bleed Damage when hit (Melee): 8 nature / 8 fire Changes stats: +17 Str / +9 Dex / +7 Mag / +8 Wil / +41 Cun / +27 Con Changes resistances: +26% acid / +6% blight / +26% fire / +26% cold / +22% lightning Changes resistances penetration: +25% blight / +5% fire / +15% nature Changes damage: +3% fire / +12% nature / +6% all Spell save: +33 (+4 eff.) Mental save: +12 (+2 eff.) Blindness immunity: +88% Confusion immunity: +41% Stun/Freeze immunity: +42% Life regen: +3.80 Hate when firing a critical mind attack: +6.00 Maximum stamina: +61.00 Maximum hate: +26.00 Spellpower: +68 (+9 eff.) Mindpower: +66 (+9 eff.) Infravision radius: +12 See stealth: +40 See invisible: +40 Movement speed: +43% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 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 23% for 5 turns. Rings can have magical properties. |
stralite ring 'Unlightbringer' stralite ring 'Unlightbringer'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +49 (+6 eff.) Armour penetration: +15 Physical power: +21 (+3 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 36% chance to cause random gloom Damage (Melee): 39 bleed Effects on ranged hit: * 31% chance to cause random gloom Damage (Ranged): 38 bleed Changes stats: +10 Str / +22 Dex / +34 Mag / +47 Wil / +66 Cun / +12 Con Changes resistances: +26% acid / +25% cold / +15% darkness / +18% mind / +13% blight / +24% fire / +13% nature / +28% lightning Changes damage: +18% mind / +6% darkness Reduces incoming crit damage: 20.00% Spell save: +36 (+5 eff.) Mental save: +26 (+4 eff.) Poison immunity: +24% Disease immunity: +24% Disarm immunity: +43% Confusion immunity: +87% Pinning immunity: +44% Stun/Freeze immunity: +44% Knockback immunity: +44% Life regen: +3.60 Stamina each turn: +0.20 Hate when firing a critical mind attack: +6.00 Only die when reaching: -60.00 life Maximum life: +39.00 Maximum hate: +26.00 Spellpower: +26 (+3 eff.) Mindpower: +51 (+7 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Brandblur the stralite battleaxe (59.5-89.25 power, 3 apr) Brandblur the stralite battleaxe (59.5-89.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% On weapon hit: * 24% chance to inflict damage reduction * 20% chance to torment the target * Random elemental explosion * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +64 lightning / +16 fire / +24 darkness Burst (radius 1) on hit: +23 fire Burst (radius 2) on crit: +12 fire Damage against: +24% Living When wielded/worn: Accuracy: +55 (+7 eff.) Armour penetration: +89 Physical crit. chance: +109.0% Physical power: +19 (+3 eff.) Defense: +13 (+2 eff.) Changes stats: +9 Str / +7 Dex Changes resistances: +15% lightning / +6% temporal Changes resistances penetration: +62% acid / +38% darkness / +63% lightning / +58% fire / +38% mind / +62% cold Changes damage: +12% acid / +19% physical / +6% fire Critical mult.: +127.00% Mental save: +27 (+4 eff.) Silence immunity: +10% Disarm immunity: +50% Stamina when hit: +3.00 Massive two-handed battleaxes. |
Salekira the Flashtyphoon (52-67.6 power, 9 apr) Salekira the Flashtyphoon (52-67.6 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 52.0 - 67.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 24% chance to daze * 25% chance to cause random gloom * 28% chance to corrode armour * 20% chance to torment the target * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +11 lightning / +16 darkness / +14 nature / +48 insidious poison / +12 arcane / +36 mind / +16 temporal Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +23 ice / +16 fire Damage against: +16% Living When wielded/worn: Armour penetration: +36 Physical crit. chance: +68.0% Physical power: +12 (+2 eff.) Armour: +12 Changes stats: +4 Str / +6 Dex / +3 Mag / +7 Wil / +10 Cun / +6 Con Changes resistances: +6% lightning Changes resistances penetration: +12% acid / +24% physical / +24% darkness / +12% cold / +12% fire / +21% mind / +12% lightning Changes damage: +3% mind / +22% physical Critical mult.: +14.00% Mental save: +21 (+3 eff.) Life regen: +2.00 Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Global speed: +5% Heals friendly targets nearby when you use a nature summon: +10 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
voratun dagger 'Breguneg' (48-62.4 power, 9 apr) voratun dagger 'Breguneg' (48-62.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 48.0 - 62.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 16% chance to inflict damage reduction * 20% chance to torment the target * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +45 insidious poison / +4 temporal / +32 acid / +24 cold / +14 mind Burst (radius 1) on hit: +8 temporal / +16 fire Burst (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +36 Physical crit. chance: +31.0% Physical power: +20 (+3 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane / 4 temporal Changes stats: +6 Str / +6 Dex Changes resistances: +6% acid / +5% arcane / +4% all Changes resistances penetration: +24% physical / +36% darkness / +10% fire / +34% mind / +10% nature Changes damage: +3% acid / +33% physical / +3% arcane / +12% temporal Critical mult.: +16.00% Stamina when hit: +2.00 Global speed: +5% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
Dawnpain (58.5-87.75 power, 11 apr) Dawnpain (58.5-87.75 power, 11 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +0.5% Attack speed: 111% On weapon hit: * 20% chance to blind * 40% chance to daze * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +28% Damage (Melee): +4 light / +12 nature Burst (radius 1) on hit: +16 lightning / +8 light / +16 nature Burst (radius 2) on crit: +27 ice When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +60 Physical crit. chance: +60.0% Physical power: +10 (+2 eff.) Armour: +20 Defense: +20 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +5 Dex Changes resistances: +6% lightning / +11% all Changes resistances penetration: +29% physical / +10% darkness / +20% cold / +10% mind / +20% nature Changes damage: +9% acid / +30% physical / +15% light / +6% nature / +6% lightning Critical mult.: +51.00% Disarm immunity: +70% Light radius: +3 Massive two-handed mauls. |
Stormvagrant (111-166.5 power, 4 apr) Stormvagrant (111-166.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 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. Base power: 111.0 - 166.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 20% chance to gain 10% of a turn * 40% chance to daze * Random elemental explosion * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +42 cold / +4 nature Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +68 ice / +4 nature When wielded/worn: Accuracy: +98 (+12 eff.) Armour penetration: +123 Physical crit. chance: +137.0% Physical power: +42 (+6 eff.) Armour: +42 Defense: +62 (+7 eff.) Effects on melee hit: * 60% chance to daze * Slows global speed by 30% * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 lightning Changes stats: +10 Str / +10 Dex / +9 Con Changes resistances: +3% temporal Changes resistances penetration: +34% lightning / +5% temporal / +20% darkness / +24% fire / +20% nature / +24% acid / +58% physical / +62% cold / +20% mind Changes damage: +6% temporal / +61% physical Critical mult.: +108.00% Disarm immunity: +242% Stamina when hit: +3.00 Massive two-handed mauls. |
Xerolaith the Bogsquall (47-70.5 power, 6 apr) Xerolaith the Bogsquall (47-70.5 power, 6 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.5% Attack speed: 111% On weapon hit: * 60% chance to inflict damage reduction * 20% chance to torment the target * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +26 insidious poison / +12 temporal / +12 lightning / +16 nature Burst (radius 2) on crit: +13 ice / +12 fire / +12 physical When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Physical crit. chance: +60.0% Physical power: +40 (+6 eff.) Armour: +10 Fatigue: -2% Changes stats: +5 Dex / +3 Con Changes resistances: +9% nature / +6% all Changes resistances penetration: +20% physical / +25% darkness / +10% fire / +10% blight / +10% cold / +10% nature / +10% mind Changes damage: +10% physical Critical mult.: +17.00% Physical save: +10 (+1 eff.) Disarm immunity: +21% Maximum life: +20.00 Global speed: +3% Massive two-handed mauls. |
dwarven-steel greatmaul 'Torychik' (40-60 power, 2 apr) dwarven-steel greatmaul 'Torychik' (40-60 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 58% chance to inflict damage reduction * 65% chance to corrode armour * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +12 acid / +20 darkness / +28 cold / +34 mind Burst (radius 1) on hit: +16 acid / +20 fire Damage against: +20% Living When wielded/worn: Armour penetration: +78 Physical crit. chance: +124.0% Physical power: +60 (+9 eff.) Damage when hit (Melee): 12 acid Changes stats: +3 Wil / +13 Con Changes resistances penetration: +20% acid / +44% physical Changes damage: +3% acid / +16% physical Critical mult.: +90.00% Mental save: +6 (+1 eff.) Disarm immunity: +67% Equilibrium when hit: +0.12 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
voratun greatmaul 'Undeathward' (89.5-134.25 power, 4 apr) voratun greatmaul 'Undeathward' (89.5-134.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 89.5 - 134.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +26 darkness / +24 nature Burst (radius 2) on crit: +109 ice / +28 fire Damage against: +28% Living When wielded/worn: Accuracy: +39 (+5 eff.) Armour penetration: +42 Physical crit. chance: +163.0% Physical power: +61 (+9 eff.) Armour: +58 Defense: +21 (+3 eff.) Damage when hit (Melee): 8 nature Changes stats: +10 Str / +5 Dex Changes resistances penetration: +21% acid / +42% physical / +21% darkness / +21% fire / +16% mind / +63% cold Changes damage: +15% lightning / +59% physical / +12% nature / +6% mind Reduces incoming crit damage: 20.00% Disarm immunity: +70% Life regen: +4.00 Stamina when hit: +4.00 Light radius: +2 Global speed: +8% Massive two-handed mauls. |
Galesnake (124-198.4 power, 3 apr) Galesnake (124-198.4 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 124.0 - 198.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 24% chance to inflict damage reduction * 38% chance to disease * 82% chance to cause random gloom * Random elemental explosion * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +48 light / +38 blight / +28 mind Burst (radius 1) on hit: +24 fire Burst (radius 2) on crit: +8 mind Damage against: +62% Undead When wielded/worn: Armour penetration: +104 Physical crit. chance: +109.0% Physical power: +55 (+8 eff.) Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +5 Str / +2 Dex / +2 Mag / +9 Wil / +9 Cun / +9 Con Changes resistances penetration: +19% acid / +73% physical / +21% cold / +20% lightning / +21% fire Changes damage: +54% physical Critical mult.: +75.00% Reduces incoming crit damage: 25.00% Disease immunity: +76% Disarm immunity: +36% Maximum hate: +2.00 Maximum psi: +20.00 See invisible: +9 Massive two-handed swords. |
dwarven-steel greatsword 'Obsidiankin' (67-107.2 power, 2 apr) dwarven-steel greatsword 'Obsidiankin' (67-107.2 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 67.0 - 107.2 Uses stat: 120% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 80% chance to inflict damage reduction * 20% chance to disease * 33% chance to corrode armour * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +19 lightning / +40 temporal / +4 darkness / +39 nature / +20 blight / +16 mind Burst (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +46 (+6 eff.) Armour penetration: +91 Physical crit. chance: +105.0% Physical power: +32 (+5 eff.) Defense: +14 (+2 eff.) Damage when hit (Melee): 16 darkness / 4 light Changes stats: +10 Str / +7 Dex / +6 Wil / +6 Con Changes resistances: +18% light Changes resistances penetration: +16% acid / +30% physical Changes damage: +26% physical Critical mult.: +113.00% Disease immunity: +34% Disarm immunity: +88% Life regen: +3.00 Stamina when hit: +3.00 See invisible: +18 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
Sulfurwedge SulfurwedgeRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (30% chance level 9). On weapon hit: * 17% chance to corrode armour Travel speed: +200% Damage (Ranged): +29 nature / +15 cold When wielded/worn: Accuracy: +50 (+6 eff.) Physical crit. chance: +50.0% Physical power: +21 (+3 eff.) Ammo reloads per turn: +3 Changes stats: +15 Str / +21 Dex / +23 Mag / +2 Con Changes resistances: +9% fire / +3% mind / +8% all Changes resistances penetration: +13% acid / +139% physical / +17% nature / +9% temporal Changes damage: +9% temporal / +3% blight / +19% cold / +37% arcane / +69% physical Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.20 Chronomancy / Bow Threading Talents cooldown: Volley of Arrows (-4 turns) Steady Shot (-2 turns) Pinning Shot (-2 turns) Spell save: +3 (+0 eff.) Silence immunity: +15% Pinning immunity: +10% Knockback immunity: +5% Life regen: +2.10 Mana when firing critical spell: +2.00 Spellpower: +39 (+5 eff.) Infravision radius: +3 See invisible: +15 Damage Shield penetration: +98% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
ash longbow 'Shockqueller' ash longbow 'Shockqueller'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +22 acid / +21 fire / +11 cold / +9 lightning When wielded/worn: Accuracy: +26 (+3 eff.) Physical crit. chance: +18.0% Ammo reloads per turn: +6 Changes stats: +7 Mag Changes resistances: +6% lightning Changes resistances penetration: +35% blight / +90% physical / +10% arcane / +49% temporal Changes damage: +26% acid / +70% temporal / +13% lightning / +14% cold / +28% fire / +9% arcane / +115% physical Talent mastery: +0.40 Chronomancy / Bow Threading Talents cooldown: Volley of Arrows (-6 turns) Arrow Stitching (-4 turns) Steady Shot (-4 turns) Pinning Shot (-3 turns) Critical mult.: +10.00% Mana each turn: +0.12 Equilibrium when hit: +0.12 Mana when firing critical spell: +2.00 Spell crit. chance: +3% Mental crit. chance: +3% Light radius: +4 Infravision radius: +3 Damage Shield penetration: +120% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Ereligas the stralite longsword (32.5-45.5 power, 5 apr) Ereligas the stralite longsword (32.5-45.5 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 17% chance to inflict damage reduction * 29% chance to daze * 20% chance to curse the target * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +50 insidious poison / +48 darkness / +34 acid Damage against: +49% Living When wielded/worn: Accuracy: +51 (+6 eff.) Armour penetration: +22 Physical crit. chance: +91.0% Physical power: +25 (+4 eff.) Armour: +2 Defense: +23 (+3 eff.) Ranged Defense: +10 (+1 eff.) Changes stats: +16 Str / +11 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +3% nature / +5% arcane / +9% darkness Changes resistances penetration: +11% lightning / +40% mind / +26% darkness Changes damage: +3% arcane / +26% physical Critical mult.: +36.00% Physical save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +10% Disarm immunity: +44% Confusion immunity: +10% Teleport immunity: +15% Stamina when hit: +4.00 Only die when reaching: -60.00 life Sharp, long, and deadly. |
stralite longsword 'Gleamlady' (51.5-72.1 power, 5 apr) stralite longsword 'Gleamlady' (51.5-72.1 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 51.5 - 72.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 17% chance to inflict damage reduction * 29% chance to daze * 29% chance to corrode armour * 25% chance to put talents on cooldown * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +12 physical / +16 light / +16 darkness / +50 mind Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +17 fire Damage against: +17% Living When wielded/worn: Accuracy: +26 (+3 eff.) Armour penetration: +39 Physical crit. chance: +65.0% Physical power: +13 (+2 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 12 blight Changes stats: +4 Str / +10 Dex / +7 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +9% light / +3% temporal Changes resistances penetration: +13% lightning / +7% physical / +26% darkness / +10% temporal / +13% fire / +22% mind / +13% acid Changes damage: +10% physical Critical mult.: +56.00% Maximum encumbrance: +20 Disarm immunity: +39% Life regen: +2.00 Mana each turn: +0.04 Light radius: +3 Global speed: +5% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
Oozejam the dwarven-steel mace (49.5-69.3 power, 4 apr) Oozejam the dwarven-steel mace (49.5-69.3 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 49.5 - 69.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 111% On weapon hit: * 25% chance to cause random gloom * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 insidious poison / +23 temporal / +28 nature / +41 mind When wielded/worn: Accuracy: +44 (+6 eff.) Armour penetration: +44 Physical crit. chance: +43.0% Physical power: +10 (+2 eff.) Defense: +22 (+3 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +5 Dex / +5 Wil / +5 Cun Changes resistances: +12% acid / +9% temporal / +6% nature / +7% all Changes resistances penetration: +11% physical / +33% darkness / +5% temporal / +21% nature / +32% mind Changes damage: +15% acid / +22% physical / +3% nature / +9% temporal Critical mult.: +46.00% Disarm immunity: +76% Stamina when hit: +1.70 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Belagaba (4.5-4.95 power, 18 apr, mind damage) Belagaba (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This psionic mindstar is wrathful to the hated. This natural mindstar calls for a summoner. This honing mindstar will focus other psionic mindstars. This natural venom should be returned to the wyrm. The natural wyrm seeks an element. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 60% chance to disease On weapon crit: * wounds the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +9 physical / +6 blinding light / +9 bleed / +15 temporal / +8 nature slow Burst (radius 1) on hit: +8 blight Damage against: +13% Undead When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +9.0% Defense: +9 (+1 eff.) Damage when hit (Melee): 10 lightning / 12 physical / 18 darkness / 20 acid / 12 blight / 10 cold / 17 mind / 11 fire Changes stats: +9 Cun / +9 Wil Changes resistances: +11% lightning / +14% light / +12% fire / +9% nature / +30% acid / +38% physical / +12% blight / +11% cold / +16% mind / +15% darkness Changes resistances penetration: +15% acid / +24% physical / +6% cold / +6% fire Changes damage: +13% lightning / +6% temporal / +23% darkness / +22% fire / +5% nature / +25% acid / +50% physical / +3% arcane / +21% cold / +18% mind / +6% light Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +16 (+2 eff.) Life regen: +2.20 Stamina when hit: +1.30 Equilibrium when hit: +2.46 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum life: +26.00 Maximum psi: +20.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +21% Infravision radius: +3 See stealth: +13 See invisible: +12 Heals friendly targets nearby when you use a nature summon: +70 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +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. |
Branestir the Searmarrow (17-18.7 power, 40 apr, nature damage) Branestir the Searmarrow (17-18.7 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 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +6% lightning / +3% physical / +13% arcane / +9% darkness Changes resistances penetration: +20% fire / +15% temporal Changes damage: +25% lightning / +30% fire / +25% mind / +17% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +6 (+0 eff.) Mental save: +3 (+1 eff.) Poison immunity: +15% Cut immunity: +20% Life regen: +2.00 Only die when reaching: -40.00 life Maximum life: +46.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +9% 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. |
Branodralar the Smolderripper (16.5-18.15 power, 40 apr, mind damage) Branodralar the Smolderripper (16.5-18.15 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 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This mindstar will resonate with other psionic mindstars. This psionic mindstar dreams of an epiphany. This natural venom should be returned to the wyrm. This natural sand should be returned to the wyrm. This natural lightning should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 75% chance to corrode armour On weapon crit: * wounds the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +10 ice / +10 temporal / +10 cold / +10 fire / +30 bleed / +15 physical Burst (radius 1) on hit: +16 physical Damage against: +89% Undead When wielded/worn: Physical crit. chance: +29.0% Damage when hit (Melee): 18 acid / 20 physical / 10 darkness / 9 mind / 20 lightning Changes stats: +4 Str / +11 Dex / +4 Mag / +3 Wil / +10 Cun / +14 Con Changes resistances: +20% lightning / +10% temporal / +35% light / +25% fire / +58% nature / +32% acid / +35% physical / +45% blight / +58% mind / +63% darkness Changes resistances penetration: +19% acid / +19% physical / +19% nature / +10% mind / +19% lightning Changes damage: +20% lightning / +30% temporal / +20% darkness / +16% fire / +18% nature / +20% acid / +67% physical / +18% cold / +19% mind Talent masteries: +0.40 Wild-gift / Harmony +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +20 (+3 eff.) Life regen: +2.00 Stamina when hit: +5.80 Equilibrium when hit: +7.30 Psi when hit: +2.50 Hate per kill: +5.00 Psi per kill: +4.00 Maximum psi: +26.00 Mindpower: +21 (+3 eff.) Mental crit. chance: +34% Infravision radius: +11 See stealth: +21 See invisible: +34 Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +44 Damage Resonance (when hit): +25% It can be used to inflict 287.10 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 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. |
Scorchwill the vined mindstar (5-5.5 power, 18 apr, nature damage) Scorchwill the vined mindstar (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar is wrathful to the hated. This mindstar absorbs psionic energy that needs to be projected. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Effects on melee hit: * 59% chance to corrode armour Damage when hit (Melee): 4 fire Changes stats: +4 Cun Changes resistances: +13% lightning / +13% fire / +7% arcane / +13% cold Changes resistances penetration: +5% acid Changes damage: +3% light Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Critical mult.: +13.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Mindpower: +4 (+0 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. |
Sunrazor the living mindstar (16-17.6 power, 40 apr, mind damage) Sunrazor the living mindstar (16-17.6 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 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar absorbs psionic energy that needs to be projected. This mindstar will resonate with other psionic mindstars. This natural mindstar calls for a summoner. This honing mindstar will focus other psionic mindstars. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +10 temporal / +29 bleed / +32 light / +10 blinding light Burst (radius 1) on hit: +16 light Damage against: +56% Undead When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +28.0% Defense: +15 (+2 eff.) Damage when hit (Melee): 10 lightning / 50 physical / 10 fire / 10 acid / 10 cold Changes stats: +3 Wil / +3 Cun / +2 Con Changes resistances: +29% lightning / +50% light / +34% fire / +29% nature / +10% acid / +57% physical / +40% blight / +31% cold / +60% mind / +47% darkness Changes resistances penetration: +10% acid / +57% physical / +10% light / +15% blight / +10% cold / +10% mind / +10% fire Changes damage: +25% acid / +87% physical / +10% light / +10% darkness / +32% mind / +11% fire / +8% nature / +13% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Critical mult.: +10.00% Physical save: +13 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +20 (+3 eff.) Disease immunity: +25% Life regen: +2.00 Stamina each turn: +0.60 Stamina when hit: +4.10 Equilibrium when hit: +4.50 Psi when hit: +2.50 Maximum life: +35.00 Maximum mana: +20.00 Maximum psi: +50.00 Mindpower: +38 (+5 eff.) Mental crit. chance: +35% Infravision radius: +8 See stealth: +39 See invisible: +53 Damage Shield penetration: +30% Damage Resonance (when hit): +23% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 30 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Urthokan the vined mindstar (4.5-4.95 power, 18 apr, mind damage) Urthokan the vined mindstar (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. This harmonious mindstar will complement other natural mindstars. This psionic mindstar is wrathful to the hated. This natural sand should be returned to the wyrm. This psionic mindstar dreams of an epiphany. This parasitic mindstar will draw strength from other psionic mindstars. This natural fire should be returned to the wyrm. This natural lightning should be returned to the wyrm. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 51% chance to corrode armour * Slows global speed by 9% * 40% chance to gain 10% of a turn On weapon crit: * wounds the target Damage (Melee): +6 fire / +9 physical / +9 bleed Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +8 arcane Damage against: +30% Undead When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 11 lightning / 11 physical / 11 fire Changes stats: +3 Str / +3 Dex / +3 Mag / +16 Wil / +15 Cun / +5 Con Changes resistances: +24% lightning / +9% temporal / +36% darkness / +24% fire / +29% nature / +18% acid / +20% physical / +24% blight / +15% cold / +29% mind / +14% light Changes resistances penetration: +11% lightning / +11% physical / +10% nature / +9% fire Changes damage: +11% lightning / +34% physical / +3% light / +15% fire / +18% nature / +6% acid Grants telepathy: Dragon Talent masteries: +0.30 Wild-gift / Harmony +0.20 Psionic / Absorption +0.20 Psionic / Voracity Critical mult.: +25.00% Physical save: +16 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +11 (+2 eff.) Disease immunity: +14% Stamina when hit: +2.40 Equilibrium when hit: +3.40 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +13.00 Maximum psi: +21.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +17% Light radius: +2 Infravision radius: +3 See stealth: +12 See invisible: +13 Global speed: +3% Life leech chance: +12% Life leech: +13% It can be used to divide the mindstar in two, putting 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. |
absorbing pulsing mindstar of vitality (13-14.3 power, 32 apr, nature damage) absorbing pulsing mindstar of vitality (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes resistances: +17% lightning / +22% darkness / +12% blight / +21% fire / +13% nature / +21% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Stamina when hit: +2.10 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. |
blooming living mindstar of venom (15-16.5 power, 40 apr, nature damage) blooming living mindstar of venom (15-16.5 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 acid Changes resistances: +20% acid Changes resistances penetration: +19% acid Changes damage: +17% acid Life regen: +1.70 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +27% Heals friendly targets nearby when you use a nature summon: +46 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. |
enlightened pulsing mindstar of sand (13-14.3 power, 32 apr, nature damage) enlightened pulsing mindstar of sand (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 physical Changes resistances: +17% physical / +21% light / +18% mind Changes resistances penetration: +17% physical Changes damage: +17% physical Mindpower: +8 (+1 eff.) Mental crit. chance: +4% See stealth: +21 See invisible: +21 It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 30 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
enlightened pulsing mindstar of storms (13.5-14.85 power, 32 apr, nature damage) enlightened pulsing mindstar of storms (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 lightning Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +2 Con Changes resistances: +16% lightning / +22% light / +22% mind Changes resistances penetration: +17% lightning Changes damage: +16% lightning Mindpower: +8 (+1 eff.) Mental crit. chance: +4% See stealth: +18 See invisible: +21 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. |
harmonious living mindstar of storms (16-17.6 power, 40 apr, nature damage) harmonious living mindstar of storms (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This natural lightning should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 18 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +10% nature / +19% lightning Changes resistances penetration: +8% nature / +20% lightning Changes damage: +10% nature / +15% lightning Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +1.50 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. |
honing thorny mindstar of balance (9-9.9 power, 24 apr, mind damage) honing thorny mindstar of balance (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +7% physical Changes resistances penetration: +7% physical Changes damage: +7% physical Physical save: +6 (+0 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +1.70 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
hungering thorny mindstar of storms (9.5-10.45 power, 24 apr, mind damage) hungering thorny mindstar of storms (9.5-10.45 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +13% lightning Changes resistances penetration: +14% lightning Changes damage: +10% lightning Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +4.00 Psi per kill: +4.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to inflict 227.48 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 18 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. |
living mindstar of flames (17.5-19.25 power, 40 apr, mind damage) living mindstar of flames (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +15% fire Changes resistances penetration: +17% fire Changes damage: +20% fire Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +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 of storms (17-18.7 power, 40 apr, nature damage) living mindstar of storms (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +1 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances: +20% lightning Changes resistances penetration: +17% lightning Changes damage: +20% lightning 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. |
mossy mindstar 'Shadowglamour' (2-2.2 power, 12 apr, nature damage) mossy mindstar 'Shadowglamour' (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This psionic mindstar hates not to be wrathful. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. This natural mindstar calls for a summoner. This honing mindstar will focus other psionic mindstars. This natural sand should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction * 40% chance to blind Damage (Melee): +4 ice / +8 temporal / +4 fire / +8 nature slow Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 light Damage against: +10% Undead When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness / 7 physical Changes stats: +9 Wil / +2 Cun / +4 Con Changes resistances: +10% temporal / +16% darkness / +13% light / +19% blight / +17% mind / +7% nature / +11% physical Changes resistances penetration: +7% acid / +20% physical / +17% darkness / +15% temporal / +8% fire / +11% mind / +7% cold Changes damage: +8% lightning / +11% temporal / +9% darkness / +26% fire / +16% nature / +14% acid / +24% physical / +26% cold / +22% mind / +6% light Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +8 (+0 eff.) Mental save: +4 (+1 eff.) Disease immunity: +39% Life regen: +0.80 Stamina when hit: +0.80 Psi when hit: +0.90 Maximum life: +18.00 Maximum psi: +17.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% See stealth: +9 See invisible: +7 Damage Resonance (when hit): +8% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 30 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
projecting thorny mindstar of vitality (8.5-9.35 power, 24 apr, mind damage) projecting thorny mindstar of vitality (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +20% Undead When wielded/worn: Changes resistances: +11% blight / +19% darkness / +11% nature Changes damage: +17% lightning / +17% fire / +11% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Stamina when hit: +1.70 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
pulsing mindstar 'Lorilach' (14-15.4 power, 32 apr, mind damage) pulsing mindstar 'Lorilach' (14-15.4 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +9 Fatigue: -4% Damage when hit (Melee): 16 ice Changes stats: +9 Cun Changes resistances: +13% cold / +39% light / +51% mind Changes resistances penetration: +9% mind / +16% cold Changes damage: +16% cold / +7% mind / +12% physical Critical mult.: +16.00% Physical save: +34 (+3 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Life regen: +1.90 Equilibrium when hit: +1.70 Psi when hit: +1.60 Maximum life: +59.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% See stealth: +33 See invisible: +38 Damage Resonance (when hit): +19% 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. |
pulsing mindstar 'Ulferek' (13.5-14.85 power, 32 apr, nature damage) pulsing mindstar 'Ulferek' (13.5-14.85 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 It is part of a set of items. This psionic mindstar hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. This natural fire should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +4 acid / +13 physical / +8 arcane / +13 bleed Damage against: +70% Undead When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 9 darkness / 13 fire / 12 arcane / 9 mind Changes stats: +3 Mag / +5 Wil / +7 Cun Changes resistances: +13% acid / +10% physical / +64% darkness / +21% cold / +39% blight / +37% fire / +47% nature / +17% lightning Changes resistances penetration: +9% nature / +17% fire / +13% mind / +13% darkness Changes damage: +21% lightning / +30% physical / +29% darkness / +3% acid / +9% nature / +21% cold / +30% mind / +38% fire Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Dark sustenance +0.20 Wild-gift / Harmony +0.20 Psionic / Projection +0.40 Psionic / Voracity +0.20 Psionic / Absorption Critical mult.: +32.00% Physical save: +18 (+2 eff.) Spell save: +24 (+3 eff.) Mental save: +25 (+4 eff.) Life regen: +1.70 Stamina when hit: +6.00 Equilibrium when hit: +6.38 Hate per kill: +5.00 Psi per kill: +5.00 Maximum life: +25.00 Maximum psi: +62.00 Maximum vim: +20.00 Mindpower: +18 (+2 eff.) Mental crit. chance: +24% Infravision radius: +2 Global speed: +5% It can be used to inflict 257.84 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 18 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. |
summoner's thorny mindstar of the solstice (9-9.9 power, 24 apr, mind damage) summoner's thorny mindstar of the solstice (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar summons a caller. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 ice / +7 fire When wielded/worn: Changes stats: +7 Con Changes resistances: +7% temporal Changes damage: +7% fire / +10% temporal / +7% cold Mindpower: +14 (+2 eff.) Mental crit. chance: +7% 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. |
thorny mindstar of sand (9.5-10.45 power, 24 apr, mind damage) thorny mindstar of sand (9.5-10.45 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 physical Changes resistances: +14% physical Changes resistances penetration: +14% physical Changes damage: +12% physical Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 30 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
wrathful living mindstar of resolve (15.5-17.05 power, 40 apr, nature damage) wrathful living mindstar of resolve (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Physical save: +8 (+0 eff.) Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +17% 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. |
Vorena the Flashscar Vorena the FlashscarRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 200% Firing range: +10 When this weapon hits: Arcane Vortex (20% chance level 6). On weapon hit: * 40% chance to disease Travel speed: +600% Damage (Ranged): +12 lightning / +11 cold Burst (radius 1) on hit: +8 light When wielded/worn: Accuracy: +34 (+4 eff.) Physical crit. chance: +34.0% Physical power: +9 (+2 eff.) Armour: +10 Ranged Defense: +4 (+1 eff.) Ammo reloads per turn: +9 Changes stats: +3 Str / +19 Mag / +10 Cun Changes resistances: +6% fire / +3% mind / +6% nature Changes resistances penetration: +21% temporal / +126% physical Changes damage: +14% lightning / +21% temporal / +6% light / +13% cold / +16% arcane / +67% physical Talent mastery: +0.60 Chronomancy / Bow Threading Mental save: +3 (+1 eff.) Poison immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +5% Spellpower: +18 (+2 eff.) Damage Shield penetration: +57% 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. |
Betyrin the elm starstaff (19-22.8 power, 4 apr, darkness element) Betyrin the elm starstaff (19-22.8 power, 4 apr, darkness element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn Burst (radius 2) on crit: +4 arcane When wielded/worn: Physical crit. chance: +15.0% Armour: +4 Armour Hardiness: +4% Defense: +13 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage (Melee): 38 fire / 20 arcane / 6 % chance of confusion Changes stats: +3 Str Changes resistances: +28% light / +28% physical / +28% darkness / +28% temporal Changes resistances penetration: +10% arcane Changes damage: +19% temporal / +19% darkness / +19% physical / +3% arcane / +19% light Talent granted: +1 Command Staff Critical mult.: +52.00% Physical save: +16 (+1 eff.) Mana each turn: +0.93 Only die when reaching: -20.00 life Maximum mana: +125.00 Maximum stamina: +10.00 Spellpower: +82 (+10 eff.) Spell crit. chance: +27% See invisible: +16 Damage Shield penetration: +18% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Ce'Nyma the Glarebrace (14-16.8 power, 2 apr, cold element) Ce'Nyma the Glarebrace (14-16.8 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Base power: 14.0 - 16.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 60% chance to blind Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +34.0% Physical power: +14 (+2 eff.) Effects on melee hit: * 8% chance to disease * 30% chance to blind Damage (Melee): 21 arcane / 19 fire Damage when hit (Melee): 8 light / 12 fire Changes stats: +12 Con Changes resistances: +6% blight / +9% fire / +15% light / +9% lightning Changes resistances penetration: +7% lightning / +7% light / +7% blight / +7% fire / +7% arcane / +7% cold Changes damage: +10% lightning / +12% light / +12% blight / +19% fire / +10% arcane / +14% cold Talent granted: +1 Command Staff Critical mult.: +62.00% Physical save: +7 (+0 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Life regen: +2.40 Mana each turn: +0.31 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +111.00 Maximum vim: +15.00 Spellpower: +73 (+9 eff.) Spell crit. chance: +17% See invisible: +8 Healing mod.: +41% It can be used to conjure elemental energy in a radius 2 cone, dealing 137.23 - 164.67 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Filthblast the elm starstaff (14-16.8 power, 2 apr, temporal element) Filthblast the elm starstaff (14-16.8 power, 2 apr, temporal element)Requires: - Magic 11 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Base power: 14.0 - 16.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 60% When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +13.0% Physical power: +7 (+1 eff.) Armour: +3 Armour Hardiness: +4% Defense: +39 (+5 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 8% chance to disease * 7% chance to blind Damage (Melee): 56 fire / 12 % chance of confusion Changes stats: +8 Mag / +2 Wil / +3 Cun / +7 Con Changes resistances: +6% acid / +14% temporal / +13% darkness / +6% light Changes resistances penetration: +7% temporal Changes damage: +14% temporal Talent granted: +1 Command Staff Critical mult.: +94.00% Physical save: +4 (+0 eff.) Mental save: +6 (+1 eff.) Silence immunity: +5% Knockback immunity: +20% Life regen: +0.80 Mana each turn: +0.24 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -80.00 life Maximum mana: +30.00 Maximum vim: +39.00 Maximum neg.energy: +24.00 Spellpower: +54 (+7 eff.) Spell crit. chance: +11% Light radius: +3 See invisible: +22 Healing mod.: +14% Damage Shield penetration: +35% Defense after a teleport: +11 Resist all after a teleport: +9% New effects duration reduction after a teleport: +17% Reduces paradox anomalies(equivalent to willpower): +13 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Flarequell the dragonbone starstaff (42-50.4 power, 6 apr, darkness element) Flarequell the dragonbone starstaff (42-50.4 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. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 1) on hit: +4 arcane / +8 acid When wielded/worn: Physical crit. chance: +43.0% Armour: +24 Armour Hardiness: +12% Defense: +32 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 89 arcane / 11 % chance of confusion Damage when hit (Melee): 24 acid / 8 fire Changes stats: +12 Mag / +12 Wil Changes resistances: +21% acid / +45% temporal / +45% darkness / +9% light Maximum wards: +3 physical / +3 darkness / +3 temporal / +3 fire / +3 arcane / +3 light Changes resistances penetration: +20% acid / +21% physical / +21% darkness / +21% temporal / +21% fire / +21% arcane / +21% light Changes damage: +42% physical / +42% darkness / +42% light / +3% fire / +15% arcane / +42% temporal Talents granted: +5 Ward +1 Command Staff Critical mult.: +20.00% Physical save: +12 (+1 eff.) Mana each turn: +1.94 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +680.00 Spellpower: +131 (+17 eff.) Spell crit. chance: +15% Light radius: +2 Damage Shield penetration: +45% Defense after a teleport: +97 Resist all after a teleport: +66% New effects duration reduction after a teleport: +131% Reduces paradox anomalies(equivalent to willpower): +73 It can be used to conjure elemental energy in a radius 10 cone, dealing 194.25 - 233.10 darkness damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Fuligodunahir the Thunderwitch (36-43.2 power, 4 apr, cold element) Fuligodunahir the Thunderwitch (36-43.2 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 36.0 - 43.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 60% chance to corrode armour Damage (Melee): +4 lightning Burst (radius 1) on hit: +16 mind / +8 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +21 (+3 eff.) Physical crit. chance: +49.0% Physical power: +22 (+3 eff.) Armour: +10 Defense: +9 (+1 eff.) Effects on melee hit: * 28% chance to disease Damage (Melee): 32 arcane / 77 fire Damage when hit (Melee): 8 lightning Changes stats: +15 Mag / +16 Wil Changes resistances: +3% acid / +10% temporal / +11% darkness Maximum wards: +3 acid / +3 cold / +3 lightning Changes damage: +9% acid / +36% cold / +6% lightning Grants telepathy: Humanoid/Orc Talents granted: +3 Ward +1 Command Staff Critical mult.: +144.00% Physical save: +8 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +23 (+3 eff.) Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +15 Hate when firing a critical mind attack: +2.00 Maximum mana: +335.00 Maximum vim: +56.00 Spellpower: +99 (+13 eff.) Spell crit. chance: +17% See invisible: +42 Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +20 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% Reduces paradox anomalies(equivalent to willpower): +17 It can be used to conjure elemental energy in a radius 6 cone, dealing 184.19 - 221.02 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Tempesthacker (42-50.4 power, 6 apr, cold element) Tempesthacker (42-50.4 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. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight Burst (radius 1) on hit: +4 blight When wielded/worn: Physical crit. chance: +28.0% Armour: +47 Armour Hardiness: +36% Defense: +12 (+2 eff.) Effects on melee hit: * 30% chance to daze Damage (Melee): 45 arcane / 134 fire Changes stats: +31 Mag / +11 Wil / +19 Cun / +22 Con Changes resistances: +21% lightning / +15% temporal / +15% darkness / +6% blight / +21% fire / +21% arcane / +21% cold Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes damage: +42% lightning / +18% temporal / +42% fire / +42% arcane / +42% cold Grants telepathy: Dragon Talents granted: +5 Ward +1 Command Staff Critical mult.: +229.00% Physical save: +33 (+3 eff.) Vim when firing critical spell: +16.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +308.00 Maximum vim: +100.00 Maximum neg.energy: +91.00 Spellpower: +100 (+13 eff.) Spell crit. chance: +24% Light radius: +3 Infravision radius: +4 See invisible: +86 Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +41% Reduces paradox anomalies(equivalent to willpower): +24 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 194.25 to 233.10 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Torykor the Greenbloom (21-25.2 power, 3 apr, arcane element) Torykor the Greenbloom (21-25.2 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +8 light Burst (radius 1) on hit: +12 nature / +12 blight Burst (radius 2) on crit: +4 nature / +4 fire When wielded/worn: Physical crit. chance: +25.0% Armour: +15 Armour Hardiness: +6% Defense: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 11% chance to disease Damage (Melee): 46 fire Changes stats: +11 Mag / +6 Wil / +4 Cun / +5 Con Changes resistances: +10% lightning / +18% temporal / +18% darkness / +10% cold / +10% arcane / +12% fire Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes resistances penetration: +25% blight Changes damage: +21% lightning / +21% light / +12% nature / +21% fire / +21% arcane / +21% cold Talents granted: +3 Ward +1 Command Staff Critical mult.: +110.00% Physical save: +15 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+2 eff.) Mana each turn: +0.83 Vim when firing critical spell: +8.00 Maximum mana: +158.00 Maximum vim: +47.00 Maximum neg.energy: +32.00 Spellpower: +72 (+9 eff.) Spell crit. chance: +7% See invisible: +22 Defense after a teleport: +28 Resist all after a teleport: +26% New effects duration reduction after a teleport: +48% Reduces paradox anomalies(equivalent to willpower): +31 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Tuledunalen the Sparkcast (26-31.2 power, 4 apr, blight element) Tuledunalen the Sparkcast (26-31.2 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 26.0 - 31.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Armour: +29 Defense: +56 (+7 eff.) Ranged Defense: +2 (+0 eff.) Damage (Melee): 17 % chance of confusion / 50 fire Damage when hit (Melee): 8 lightning Changes stats: +8 Mag / +8 Wil Changes resistances: +34% temporal / +28% darkness / +9% mind Maximum wards: +6 blight Changes damage: +26% blight Talents granted: +7 Ward +1 Command Staff Critical mult.: +72.00% Physical save: +24 (+2 eff.) Spell save: +21 (+3 eff.) Mental save: +22 (+3 eff.) Cut immunity: +5% Disarm immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +10% Mana each turn: +0.56 Spellpower on spell critical (stacks up to 3 times): +16 Only die when reaching: -20.00 life Maximum mana: +153.00 Spellpower: +112 (+14 eff.) Spell crit. chance: +35% See invisible: +28 Damage Shield penetration: +68% Defense after a teleport: +43 Resist all after a teleport: +29% New effects duration reduction after a teleport: +61% Reduces paradox anomalies(equivalent to willpower): +38 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Unlighttooth (25-30 power, 5 apr, fire element) Unlighttooth (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Armour: +10 Defense: +11 (+2 eff.) Damage (Melee): 26 fire Changes stats: +14 Mag / +5 Wil / +6 Cun / +9 Con Changes resistances: +5% arcane Maximum wards: +3 fire Changes resistances penetration: +10% darkness Changes damage: +25% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +79.00% Mental save: +10 (+2 eff.) Stun/Freeze immunity: +10% Teleport immunity: +30% Mana each turn: +0.34 Vim when firing critical spell: +7.00 Maximum mana: +110.00 Maximum vim: +34.00 Maximum neg.energy: +44.00 Spellpower: +63 (+8 eff.) Spell crit. chance: +4% See invisible: +17 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Blackresolve' (26-31.2 power, 3 apr, lightning element) ash magestaff 'Blackresolve' (26-31.2 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 26.0 - 31.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% When wielded/worn: Accuracy: +18 (+2 eff.) Physical crit. chance: +22.0% Physical power: +18 (+3 eff.) Armour: +14 Armour Hardiness: +6% Defense: +6 (+1 eff.) Damage (Melee): 27 arcane / 68 fire Changes stats: +8 Mag / +5 Wil / +7 Cun / +5 Con Changes resistances: +3% lightning / +27% temporal / +27% darkness Maximum wards: +2 lightning / +2 cold / +2 arcane / +2 fire Changes resistances penetration: +13% lightning / +13% cold / +13% arcane / +13% fire Changes damage: +26% lightning / +30% darkness / +26% fire / +26% arcane / +26% cold Talents granted: +3 Ward +1 Command Staff Critical mult.: +105.00% Physical save: +30 (+3 eff.) Spell save: +17 (+2 eff.) Mental save: +28 (+4 eff.) Poison immunity: +25% Mana each turn: +0.22 Vim when firing critical spell: +5.00 Maximum mana: +106.00 Maximum psi: +10.00 Maximum vim: +32.00 Maximum neg.energy: +29.00 Spellpower: +80 (+10 eff.) Spell crit. chance: +25% Mental crit. chance: +2% See invisible: +33 Defense after a teleport: +51 Resist all after a teleport: +39% New effects duration reduction after a teleport: +70% Reduces paradox anomalies(equivalent to willpower): +47 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Wildraven' (30-36 power, 6 apr, darkness element) dragonbone starstaff 'Wildraven' (30-36 power, 6 apr, darkness 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 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +8 arcane Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +16 nature When wielded/worn: Accuracy: +29 (+4 eff.) Physical crit. chance: +78.0% Physical power: +26 (+4 eff.) Armour: +35 Defense: +51 (+6 eff.) Effects on melee hit: * 18% chance to blind Damage (Melee): 45 arcane / 101 fire Damage when hit (Melee): 8 nature Changes stats: +4 Str / +2 Dex / +25 Mag / +8 Wil / +18 Cun / +25 Con Changes resistances: +6% nature Maximum wards: +3 darkness / +3 temporal / +3 light / +3 physical Changes damage: +30% physical / +30% temporal / +30% light / +30% darkness Talents granted: +13 Ward +1 Command Staff Critical mult.: +244.00% Physical save: +14 (+1 eff.) Spell save: +14 (+2 eff.) Mental save: +15 (+2 eff.) Life regen: +1.90 Vim when firing critical spell: +16.00 Maximum mana: +207.00 Maximum vim: +100.00 Maximum neg.energy: +96.00 Spellpower: +100 (+13 eff.) Spell crit. chance: +34% Light radius: +8 See invisible: +62 Healing mod.: +29% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 226.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
Gorebers (33-46.2 power, 2 apr) Gorebers (33-46.2 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 125% On weapon hit: * 16% chance to inflict damage reduction * 20% chance to torment the target * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +8 acid Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +10 ice When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Physical power: +21 (+3 eff.) Armour: +13 Defense: +11 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +5 Dex / +3 Con Changes resistances: +6% acid / +6% cold / +3% light / +4% all Changes resistances penetration: +21% physical / +14% darkness / +7% cold / +18% mind / +6% nature Changes damage: +24% mind / +14% physical Grants telepathy: Dragon Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Disarm immunity: +41% Knockback immunity: +10% Teleport immunity: +15% Only die when reaching: -20.00 life One-handed war axes. |
Gegokhad the drakeskin leather belt Gegokhad the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +9 Physical crit. chance: +15.0% Physical power: +11 (+2 eff.) Armour: +14 Defense: +15 (+2 eff.) Fatigue: -6% Changes stats: +6 Dex / +5 Cun / +2 Con Changes resistances: +15% fire / +14% cold Changes resistances penetration: +19% physical Changes damage: +25% physical Reduced damage from: +37% Summoned Physical save: +25 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +12 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +11 Maximum life: +236.00 Maximum mana: +140.00 Maximum stamina: +111.00 Maximum hate: +39.00 Maximum psi: +80.00 Maximum vim: +73.00 Maximum pos.energy: +73.00 Maximum neg.energy: +79.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +3% Mental crit. chance: +15% Damage Shield penetration: +20% Size category: +1 Reduces paradox anomalies(equivalent to willpower): +40 A belt that goes around your waist. |
Marditostir the Glowrebel Marditostir the GlowrebelPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +34.0% Physical power: +20 (+3 eff.) Fatigue: -23% Changes stats: +3 Str / +12 Dex / +20 Mag / +9 Wil / +14 Cun / +2 Con / +6 Lck Changes resistances: +3% mind Changes resistances penetration: +5% light / +8% physical Changes damage: +12% mind / +9% physical Critical mult.: +35.00% Trap disarming bonus: +9 Stealth bonus: +6 Maximum encumbrance: +108 Physical save: +14 (+1 eff.) Mana each turn: +0.78 Equilibrium when hit: +0.08 Psi when hit: +0.16 Maximum mana: +110.00 Maximum hate: +2.00 Spell crit. chance: +8% Mindpower: +8 (+1 eff.) Mental crit. chance: +14% Infravision radius: +4 A belt that goes around your waist. |
Sparkspiker SparkspikerInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +21.0% Physical power: +29 (+4 eff.) Armour: +7 Defense: +18 (+2 eff.) Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 4 arcane Changes stats: +15 Str / +19 Dex / +3 Mag / +9 Wil / +19 Cun / +20 Con / +6 Lck Changes resistances: +6% acid / +7% temporal / +6% cold / +6% fire / +18% mind / +13% lightning Changes resistances penetration: +15% mind Trap disarming bonus: +10 Stealth bonus: +14 Physical save: +46 (+5 eff.) Spell save: +26 (+3 eff.) Mental save: +46 (+6 eff.) Life regen: +1.20 Mana each turn: +0.08 Mana when firing critical spell: +3.00 Maximum life: +92.00 Maximum mana: +20.00 Maximum hate: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +21% Infravision radius: +4 Healing mod.: +14% Size category: +5 A belt that goes around your waist. |
Zerihell the Morningsnake Zerihell the MorningsnakePowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +8 Physical crit. chance: +14.0% Physical power: +8 (+1 eff.) Armour: +21 Defense: +21 (+3 eff.) Effects on melee hit: * 60% chance to blind Damage when hit (Melee): 8 light Changes stats: +18 Dex / +10 Mag / +4 Wil / +16 Cun / +18 Lck Changes resistances: +7% fire / +7% cold / +7% light / +7% darkness Changes damage: +3% physical / +9% temporal Reduced damage from: +20% Summoned Critical mult.: +7.00% Reduces incoming crit damage: 10.00% Trap disarming bonus: +29 Stealth bonus: +21 Physical save: +76 (+8 eff.) Mental save: +20 (+3 eff.) Mana each turn: +0.59 Only die when reaching: -80.00 life Maximum life: +196.00 Maximum mana: +200.00 Maximum stamina: +97.00 Maximum hate: +36.00 Maximum psi: +72.00 Maximum vim: +71.00 Maximum pos.energy: +71.00 Maximum neg.energy: +72.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Mindpower: +4 (+0 eff.) Mental crit. chance: +7% Infravision radius: +12 Reduces paradox anomalies(equivalent to willpower): +36 A belt that goes around your waist. |
Bleakjeer the cashmere cloak (29 def, 10 armour) Bleakjeer the cashmere cloak (29 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +29 (+4 eff.) Armour penetration: +30 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +10 Defense: +29 (+4 eff.) Fatigue: -4% Effects on melee hit: * 58% chance to disease * 15% chance to daze * 60% chance to inflict damage reduction Damage when hit (Melee): 8 darkness / 12 blight Changes stats: +4 Str / +16 Dex / +4 Mag / +8 Wil / +16 Cun / +4 Con Changes resistances: +28% light / +17% cold / +22% blight / +19% fire / +16% nature / +111% darkness Changes resistances penetration: +10% lightning / +83% darkness / +5% light Changes damage: +110% darkness / +3% lightning Stealth bonus: +109 Physical save: +49 (+5 eff.) Spell save: +21 (+3 eff.) Mental save: +44 (+6 eff.) Life regen: +2.20 Only die when reaching: -100.00 life Maximum life: +78.00 Maximum mana: +55.00 Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayodheth the Dawnrigor (41 def, 19 armour) Mayodheth the Dawnrigor (41 def, 19 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+4 eff.) Armour penetration: +30 Physical crit. chance: +4.0% Armour: +19 Defense: +41 (+5 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +15 Str / +22 Dex / +24 Mag / +27 Wil / +22 Cun / +16 Con Changes resistances: +117% darkness / +30% cold Changes resistances penetration: +99% darkness Changes damage: +123% darkness / +6% physical Reduces incoming crit damage: 10.00% Stealth bonus: +115 Physical save: +48 (+5 eff.) Spell save: +37 (+5 eff.) Mental save: +21 (+3 eff.) Life regen: +1.20 Stamina each turn: +0.40 Maximum mana: +77.00 Spell crit. chance: +24% Light radius: +3 Infravision radius: +3 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismoozer the elven-silk cloak (3 def, 13 armour) Prismoozer the elven-silk cloak (3 def, 13 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: Accuracy: +10 (+1 eff.) Armour penetration: +13 Armour: +13 Defense: +3 (+1 eff.) Changes stats: +11 Str / +16 Dex / +32 Mag / +57 Wil / +26 Cun / +12 Con Changes resistances: +6% light / +30% cold / +107% darkness / +47% temporal Changes resistances penetration: +5% fire / +14% arcane / +40% darkness Changes damage: +48% darkness / +6% light / +15% arcane Grants telepathy: Humanoid/Orc Talent mastery: +0.40 Technique / Combat training Critical mult.: +52.00% Stealth bonus: +50 Physical save: +15 (+1 eff.) Spell save: +45 (+6 eff.) Mental save: +43 (+6 eff.) Life regen: +0.20 Stamina each turn: +1.00 Mana each turn: -0.60 Maximum life: +88.00 Maximum mana: +315.00 Maximum psi: +10.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +14% Mindpower: +4 (+0 eff.) Mental crit. chance: +25% Defense after a teleport: +60 Resist all after a teleport: +30% New effects duration reduction after a teleport: +60% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silamira the Obsidiancrypt (23 def, 17 armour) Silamira the Obsidiancrypt (23 def, 17 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +14 Armour: +17 Defense: +23 (+3 eff.) Effects on melee hit: * 60% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes stats: +26 Str / +27 Dex / +9 Mag / +18 Wil / +20 Cun / +26 Con Changes resistances: +22% temporal / +42% darkness / +21% cold Changes resistances penetration: +13% darkness Changes damage: +3% temporal / +16% darkness / +15% mind Talent mastery: +1.50 Technique / Combat training Stealth bonus: +17 Physical save: +60 (+6 eff.) Spell save: -55 (-9 eff.) Mental save: +41 (+6 eff.) Stamina each turn: +4.20 Mana each turn: -1.57 Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Only die when reaching: -100.00 life Maximum life: +82.00 Maximum mana: +64.00 Maximum hate: +4.00 Spell crit. chance: +7% Mental crit. chance: +21% Defense after a teleport: +19 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smearpride (20 def, 12 armour) Smearpride (20 def, 12 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +26 (+3 eff.) Armour penetration: +7 Armour: +12 Defense: +20 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 8 nature / 4 arcane Changes stats: +2 Str / +4 Dex / +6 Mag / +6 Wil / +10 Cun / +2 Con Changes resistances: +26% light / +26% fire / +3% nature / +14% cold Changes resistances penetration: +30% blight Critical mult.: +24.00% Stealth bonus: +21 Physical save: +34 (+3 eff.) Spell save: +18 (+2 eff.) Mental save: +34 (+5 eff.) Mana when firing critical spell: +4.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -150.00 life Maximum life: +52.00 Maximum stamina: +16.00 Mental crit. chance: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brandreek the silk robe (27 def, 0 armour) Brandreek the silk robe (27 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour penetration: +17 Physical crit. chance: +9.0% Physical power: +18 (+3 eff.) Defense: +27 (+3 eff.) Changes stats: +8 Str / +14 Mag / +24 Wil / +41 Cun Changes resistances: +23% lightning / +12% temporal / +11% darkness / +17% fire / +27% nature / +18% physical / +57% blight / +18% cold / +38% light Changes resistances penetration: +34% physical / +34% darkness / +10% mind Changes damage: +17% lightning / +65% darkness / +9% fire / +18% nature / +31% all / +65% physical / +3% blight / +11% cold / +50% light Critical mult.: +70.00% Physical save: +49 (+5 eff.) Spell save: +36 (+5 eff.) Mental save: +72 (+9 eff.) Silence immunity: +40% Life regen: +13.80 Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +18.00 Psi when firing a critical mind attack: +20.00 Maximum life: +258.00 Maximum hate: +24.00 Spellpower: +71 (+9 eff.) Spell crit. chance: +18% Mindpower: +30 (+4 eff.) Mental crit. chance: +22% Combat speed: +10% Healing mod.: +78% It can be used to activate talent Shattering Shout, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 787.04 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. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brodogar the Blindbrawn (8 def, 6 armour) Brodogar the Blindbrawn (8 def, 6 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +23 Physical crit. chance: +18.0% Physical power: +27 (+4 eff.) Armour: +6 Defense: +8 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +14 Str / +1 Dex / +10 Mag / +10 Wil / +10 Cun / +4 Con Changes resistances: +13% lightning / +27% light / +12% fire / +18% nature / +12% acid / +12% physical / +26% cold / +38% mind / +14% darkness Changes resistances penetration: +7% mind / +5% fire Changes damage: +16% lightning / +28% light / +7% fire / +20% nature / +7% acid / +27% physical / +22% cold / +32% mind / +16% darkness Talent cooldown: Refit Golem (-3 turns) Critical mult.: +24.00% Reduces incoming crit damage: 5.00% Maximum encumbrance: +20 Physical save: +124 (+13 eff.) Spell save: +11 (+1 eff.) Mental save: +42 (+6 eff.) Poison immunity: +26% Disease immunity: +24% Mana each turn: +0.13 Psi each turn: +0.43 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +4.00 Only die when reaching: -80.00 life Maximum mana: +45.00 Maximum psi: +16.00 Spellpower: +30 (+4 eff.) Spell crit. chance: +19% Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Combat speed: +30% Healing mod.: +20% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Shattering Shout, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 787.04 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. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloudbrand (67 def, 8 armour) Cloudbrand (67 def, 8 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +15 Physical crit. chance: +23.0% Physical power: +33 (+5 eff.) Armour: +8 Defense: +67 (+8 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Str / +2 Dex / +17 Mag / +24 Wil / +6 Cun Changes resistances: +10% lightning / +14% light / +12% fire / +12% acid / +24% physical / +8% arcane / +37% cold / +54% mind / +56% darkness Changes resistances penetration: +8% physical / +8% darkness / +15% arcane Changes damage: +8% lightning / +15% light / +7% fire / +7% acid / +34% physical / +12% arcane / +27% cold / +18% mind / +8% darkness Talent cooldown: Refit Golem (-3 turns) Critical mult.: +12.00% Physical save: +100 (+11 eff.) Spell save: +54 (+7 eff.) Mental save: +127 (+16 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum life: +76.00 Maximum hate: +7.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Light radius: +4 See invisible: +9 Combat speed: +20% Healing mod.: +42% Chance to avoid any damage: +18% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Shattering Shout, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 787.04 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. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ivowen the Cloudstreak (40 def, 12 armour) Ivowen the Cloudstreak (40 def, 12 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour penetration: +17 Physical crit. chance: +30.0% Physical power: +50 (+7 eff.) Armour: +12 Defense: +40 (+5 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 arcane Changes stats: +4 Str / +2 Dex / +27 Mag / +5 Wil / +24 Cun / +2 Con Changes resistances: +13% light / +5% arcane / +40% darkness Changes resistances penetration: +26% temporal / +104% physical / +81% darkness / +34% mind Changes damage: +29% temporal / +127% darkness / +111% physical / +42% light / +34% mind / +13% all Critical mult.: +18.00% Physical save: +111 (+12 eff.) Mental save: +45 (+6 eff.) Psi each turn: +1.71 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +54.00 Maximum hate: +65.00 Maximum psi: +68.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +18% Mindpower: +69 (+10 eff.) Mental crit. chance: +41% Light radius: +9 Infravision radius: +5 See invisible: +9 Combat speed: +10% Reduces paradox anomalies(equivalent to willpower): +29 It can be used to activate talent Shattering Shout, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 787.04 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. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skywaker the silk robe (38 def, 11 armour) Skywaker the silk robe (38 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +11 Defense: +38 (+5 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +41 Mag / +10 Wil / +28 Cun Changes resistances: +18% temporal / +13% light / +3% blight / +25% mind / +60% darkness Changes resistances penetration: +38% temporal / +15% arcane / +39% physical Changes damage: +6% lightning / +68% temporal / +52% darkness / +48% physical / +46% light Critical mult.: +46.00% Physical save: +45 (+5 eff.) Spell save: +46 (+6 eff.) Mental save: +80 (+10 eff.) Silence immunity: +28% Mana each turn: +0.31 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +14 Hate when firing a critical mind attack: +10.00 Psi when firing a critical mind attack: +10.00 Maximum life: +62.00 Maximum mana: +203.00 Maximum vim: +20.00 Spellpower: +67 (+9 eff.) Spell crit. chance: +37% Mindpower: +5 (+0 eff.) Mental crit. chance: +5% Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +43 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. |
Tempestspar (28 def, 7 armour) Tempestspar (28 def, 7 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Defense: +28 (+4 eff.) Changes stats: +11 Mag / +9 Wil / +2 Cun Changes resistances: +12% blight / +6% lightning / +25% darkness / +7% light Changes resistances penetration: +20% lightning / +7% temporal / +8% darkness / +15% acid / +34% mind / +15% physical Changes damage: +6% lightning / +16% physical / +28% darkness / +12% blight / +7% temporal / +16% light / +16% all Physical save: +18 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +37 (+5 eff.) Silence immunity: +26% Spellpower on spell critical (stacks up to 3 times): +3 Maximum life: +34.00 Maximum hate: +7.00 Spellpower: +41 (+5 eff.) Spell crit. chance: +9% Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Light radius: +2 Healing mod.: +14% Chance to avoid any damage: +6% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Gamith' (61 def, 0 armour) cashmere robe 'Gamith' (61 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +24 Physical crit. chance: +36.0% Physical power: +60 (+9 eff.) Defense: +61 (+7 eff.) Changes stats: +11 Mag / +22 Wil / +22 Cun / +13 Con Changes resistances: +12% acid / +42% darkness / +13% blight / +24% cold / +53% mind Changes resistances penetration: +15% acid / +11% temporal / +28% mind / +11% physical Changes damage: +14% physical / +27% mind / +9% blight / +16% cold / +14% nature / +14% temporal Critical mult.: +48.00% Physical save: +145 (+15 eff.) Spell save: +32 (+4 eff.) Mental save: +145 (+18 eff.) Poison immunity: +38% Disease immunity: +38% Silence immunity: +36% Life regen: +3.30 Psi each turn: +1.37 Spellpower on spell critical (stacks up to 3 times): +9 Hate when firing a critical mind attack: +12.00 Psi when firing a critical mind attack: +12.00 Maximum life: +69.00 Maximum psi: +56.00 Spellpower: +20 (+3 eff.) Mindpower: +21 (+3 eff.) Mental crit. chance: +12% Combat speed: +20% Healing mod.: +63% Damage Shield penetration: +20% Chance to avoid any damage: +18% Reduces paradox anomalies(equivalent to willpower): +13 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Shattering Shout, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 787.04 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. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bleakstun the pair of rough leather boots (13 def, 1 armour) Bleakstun the pair of rough leather boots (13 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +1 Defense: +13 (+2 eff.) Fatigue: -17% Effects on melee hit: * 45% chance to inflict damage reduction * 40% chance to gain 10% of a turn Damage when hit (Melee): 32 temporal / 12 fire Changes stats: +11 Str / +4 Mag / +5 Wil / +4 Cun / +18 Con Changes resistances: +22% fire / +20% temporal / +17% darkness / +7% cold Changes resistances penetration: +13% physical / +12% darkness / +12% temporal Changes damage: +9% temporal / +6% physical Maximum encumbrance: +78 Physical save: +54 (+6 eff.) Spell save: +10 (+1 eff.) Mental save: +32 (+4 eff.) Silence immunity: +52% Confusion immunity: +52% Stun/Freeze immunity: +51% Mana each turn: +0.16 Maximum mana: +28.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Lowers spell cool-downs by: 10% Mindpower: +5 (+0 eff.) Movement speed: +40% Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% Size category: +1 It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 1.8 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 44% chance to completely evade them and granting you 63 defense for 21 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Cloudsun (9 def, 5 armour) Cloudsun (9 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +9 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning / 16 darkness / 20 mind Changes stats: +16 Cun / +16 Dex Changes resistances: +9% lightning / +29% temporal / +30% darkness / +9% mind Changes resistances penetration: +19% temporal / +20% darkness / +15% physical Changes damage: +3% lightning / +9% darkness / +3% mind Physical save: +15 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Spellpower: +6 (+1 eff.) Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +14% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
Muckcast the pair of voratun boots (60 def, 9 armour) Muckcast the pair of voratun boots (60 def, 9 armour)Requires: - Talent 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 (+1 eff.) Armour: +9 Defense: +60 (+7 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 fire Changes stats: +14 Str / +8 Dex / +12 Wil / +20 Cun / +37 Con Changes resistances: +25% lightning / +14% temporal / +1% physical / +30% fire / +8% arcane / +28% cold Changes resistances penetration: +10% nature / +19% physical Changes damage: +10% physical Physical save: +132 (+14 eff.) Spell save: +83 (+12 eff.) Mental save: +107 (+14 eff.) Cut immunity: +5% Disarm immunity: +5% Knockback immunity: +10% Life regen: +5.20 Stamina each turn: +0.90 Only die when reaching: -100.00 life Maximum life: +48.00 Mindpower: +18 (+2 eff.) Movement speed: +10% Healing mod.: +26% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Turulach the pair of drakeskin leather boots (54 def, 33 armour) Turulach the pair of drakeskin leather boots (54 def, 33 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +33 Defense: +54 (+6 eff.) Ranged Defense: +29 (+3 eff.) Fatigue: -15% Changes stats: +1 Str / +4 Dex / +11 Mag / +6 Wil / +15 Cun / +18 Con Changes resistances: +15% acid / +85% temporal / +80% darkness / +15% cold / +21% fire / +6% nature / +15% lightning Changes resistances penetration: +60% temporal / +59% darkness / +10% physical Changes damage: +3% mind Reduces incoming crit damage: 5.00% Maximum encumbrance: +50 Physical save: +62 (+6 eff.) Spell save: +7 (+1 eff.) Mental save: +44 (+6 eff.) Blindness immunity: +5% Cut immunity: +10% Silence immunity: +100% Disarm immunity: +5% Confusion immunity: +121% Stun/Freeze immunity: +97% Stamina each turn: +0.90 Only die when reaching: -40.00 life Maximum life: +55.00 Spellpower: +12 (+2 eff.) Lowers spell cool-downs by: 10% Mindpower: +8 (+1 eff.) Infravision radius: +3 Movement speed: +10% Defense after a teleport: +86 Resist all after a teleport: +59% New effects duration reduction after a teleport: +90% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of dwarven-steel boots 'Chargebright' (19 def, 18 armour) pair of dwarven-steel boots 'Chargebright' (19 def, 18 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +18 Defense: +19 (+3 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +3 Dex / +29 Mag / +28 Wil / +4 Cun / +9 Con Changes resistances: +11% acid / +28% temporal / +21% darkness / +11% fire / +11% lightning / +10% cold Changes resistances penetration: +10% lightning / +8% physical / +16% darkness / +16% temporal Changes damage: +8% acid / +6% lightning / +8% blight Critical mult.: +10.00% Physical save: +30 (+3 eff.) Spell save: +11 (+1 eff.) Mental save: +41 (+6 eff.) Disease immunity: +38% Silence immunity: +70% Confusion immunity: +76% Stun/Freeze immunity: +63% Stamina each turn: +3.30 Mana each turn: +1.15 Psi when hit: +0.08 Maximum mana: +117.00 Maximum stamina: +104.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +12% Mindpower: +17 (+2 eff.) Light radius: +5 Infravision radius: +3 Movement speed: +20% Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +21% It can be used to blink to a nearby random location (rad 36), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Mayossra' (13 def, 6 armour) pair of rough leather boots 'Mayossra' (13 def, 6 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Armour: +6 Defense: +13 (+2 eff.) Fatigue: -16% Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +4 Str / +3 Dex / +9 Mag / +19 Wil / +7 Cun / +14 Con Changes resistances: +14% darkness / +14% temporal Changes resistances penetration: +18% physical / +12% darkness / +12% temporal Maximum encumbrance: +76 Physical save: +41 (+4 eff.) Spell save: +7 (+1 eff.) Mental save: +29 (+4 eff.) Psi when hit: +0.04 Maximum psi: +70.00 Spellpower: +4 (+1 eff.) Mindpower: +18 (+2 eff.) Mental crit. chance: +8% Infravision radius: +2 Movement speed: +20% Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to blink to a nearby random location (rad 47), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Anemnir the voratun gauntlets (0 def, 41 armour) Anemnir the voratun gauntlets (0 def, 41 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +55 (+7 eff.) Armour penetration: +25 Armour: +41 Armour Hardiness: +15% Effects on melee hit: * 24% chance to cause random gloom Damage (Melee): 29 acid / 37 darkness / 42 cold / 85 mind / 28 fire / 19 arcane / 27 lightning Damage when hit (Melee): 12 arcane Changes stats: +19 Str / +38 Dex / +31 Mag / +28 Wil / +39 Cun / +20 Con Changes resistances: +9% temporal / +10% light / +6% fire / +12% acid / +10% physical / +29% mind / +6% cold / +10% arcane / +10% darkness Changes damage: +32% mind / +11% cold Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-3 turns) Critical mult.: +9.00% Physical save: +47 (+5 eff.) Mental save: +43 (+6 eff.) Disarm immunity: +93% Pinning immunity: +15% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +239.00 Maximum stamina: +15.00 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Mindpower: +10 (+1 eff.) Infravision radius: +2 It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Erelydur the Abyss's kiss (0 def, 11 armour) Erelydur the Abyss's kiss (0 def, 11 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +38 (+5 eff.) Armour penetration: +14 Physical power: +7 (+1 eff.) Armour: +11 Effects on melee hit: * 26% chance to cause random gloom Damage (Melee): 14 acid / 7 physical / 32 darkness / 7 cold / 30 mind / 8 temporal Damage (Ranged): 8 temporal Damage when hit (Melee): 12 fire Changes stats: +11 Str / +14 Dex / +10 Mag / +6 Wil / +15 Cun / +7 Con Changes resistances: +12% acid / +6% cold / +13% darkness / +7% temporal Changes resistances penetration: +5% light Changes damage: +10% acid / +5% physical / +3% light / +5% cold / +5% arcane / +5% temporal Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 24.00% Physical save: +35 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: -9 (-1 eff.) Disarm immunity: +77% Life regen: +3.10 Stamina each turn: +1.50 Maximum life: +47.00 Maximum stamina: +29.00 Mindpower: +9 (+1 eff.) Infravision radius: +4 It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
hardened leather gloves 'Radianceidol' (0 def, 37 armour) hardened leather gloves 'Radianceidol' (0 def, 37 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +29 (+4 eff.) Physical crit. chance: +14.0% Physical power: +14 (+2 eff.) Armour: +37 Armour Hardiness: +22% Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 14 temporal / 28 darkness / 28 mind Damage (Ranged): 14 temporal Damage when hit (Melee): 8 light / 16 arcane Changes stats: +13 Str / +4 Dex / +20 Mag / +4 Wil / +20 Cun / +38 Con Changes resistances: +10% temporal / +18% physical / +38% darkness / +22% light Changes resistances penetration: +5% arcane Changes damage: +9% blight / +8% temporal / +25% arcane / +6% nature Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +31.00% Physical save: +80 (+8 eff.) Spell save: +25 (+3 eff.) Mental save: +43 (+6 eff.) Disarm immunity: +190% Mana each turn: +0.21 Maximum life: +121.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +21% Mindpower: +8 (+1 eff.) Mental crit. chance: +14% Infravision radius: +9 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) radiant rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +2 Dex Changes resistances: +6% light Changes damage: +4% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Borugen' (0 def, 5 armour) rough leather gloves 'Borugen' (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +57 (+7 eff.) Armour penetration: +30 Physical crit. chance: +8.0% Armour: +5 Damage (Melee): 4 acid / 7 blight / 19 fire / 5 lightning / 5 cold Damage when hit (Melee): 12 arcane Changes stats: +16 Str / +28 Dex / +4 Mag / +9 Wil / +31 Cun / +6 Con Changes resistances: +14% darkness / +6% blight / +12% fire / +3% mind / +9% light Changes resistances penetration: +15% arcane / +15% mind Changes damage: +5% blight / +10% fire Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-3 turns) Critical mult.: +7.00% Physical save: +27 (+3 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +75% Knockback immunity: +5% Life regen: +2.40 Stamina each turn: +0.50 Mana each turn: +0.31 Psi each turn: +0.16 Equilibrium when hit: +0.08 Maximum life: +48.00 Maximum psi: +20.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +18% Mental crit. chance: +8% Infravision radius: +4 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Darkhash' (0 def, 32 armour) voratun gauntlets 'Darkhash' (0 def, 32 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +84 (+10 eff.) Armour penetration: +29 Physical power: +20 (+3 eff.) Armour: +32 Armour Hardiness: +14% Damage (Melee): 10 acid / 18 temporal / 20 light / 15 blight / 10 fire / 10 cold / 7 lightning Damage (Ranged): 20 temporal Changes stats: +20 Str / +23 Dex / +12 Mag / +15 Wil / +27 Cun / +34 Con Changes resistances: +12% physical / +15% light / +10% blight / +26% darkness / +15% temporal Changes damage: +11% temporal / +11% light / +11% blight / +12% mind / +6% darkness Talent mastery: +0.40 Technique / Grappling Reduces incoming crit damage: 10.00% Physical save: +69 (+7 eff.) Spell save: +20 (+3 eff.) Mental save: +87 (+11 eff.) Disarm immunity: +227% Life regen: +3.80 Stamina each turn: +2.00 Mana each turn: +0.71 Maximum life: +154.00 Maximum stamina: +40.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +20% Mindpower: +4 (+0 eff.) Infravision radius: +8 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Charwedge the dwarven-steel helm (6 def, 11 armour) Charwedge the dwarven-steel helm (6 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +14 Physical power: +10 (+2 eff.) Armour: +11 Defense: +6 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 8 acid / 16 physical Changes stats: +22 Str / +24 Dex / +16 Wil / +12 Cun / +15 Con Changes resistances: +42% darkness / +16% light / +11% fire / +32% blight / +11% cold / +56% mind / +5% all Changes resistances penetration: +10% mind / +25% fire Changes damage: +9% acid / +12% fire Critical mult.: +12.00% Maximum encumbrance: +30 Physical save: +43 (+4 eff.) Spell save: +11 (+1 eff.) Mental save: +94 (+12 eff.) Confusion immunity: +110% Life regen: +1.00 Only die when reaching: -80.00 life Mindpower: +5 (+0 eff.) Infravision radius: +6 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 12183.4 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 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: +11 (+2 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 518.29 fire and 557.51 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase 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 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 3 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. |
Porana the Glinttitan (5 def, 8 armour) Porana the Glinttitan (5 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +8 (+1 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 4 darkness / 18 physical Changes stats: +25 Str / +7 Dex / +13 Wil / +9 Cun / +16 Con Changes resistances: +14% lightning / +14% temporal / +13% darkness / +7% blight / +6% light / +7% nature / +3% all Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +15.00% Physical save: +40 (+4 eff.) Spell save: +5 (+0 eff.) Mental save: +45 (+6 eff.) Stamina when hit: +2.20 Equilibrium when hit: +2.48 Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +47.00 Mindpower: +8 (+1 eff.) Light radius: +8 Infravision radius: +3 Healing mod.: +14% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 12183.4 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scorchwind the hardened leather cap (9 def, 7 armour) Scorchwind the hardened leather cap (9 def, 7 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +14 Physical power: +5 (+1 eff.) Armour: +7 Defense: +9 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 12 lightning / 28 physical Changes stats: +15 Str / +28 Dex / +8 Wil / +23 Cun / +17 Con Changes resistances: +11% fire / +11% cold / +15% mind / +10% nature Changes resistances penetration: +20% acid / +5% physical Changes damage: +9% fire Physical save: +11 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +33 (+5 eff.) Confusion immunity: +38% Only die when reaching: -40.00 life Maximum life: +82.00 Mindpower: +10 (+1 eff.) Infravision radius: +3 Healing mod.: +42% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 12183.4 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Zubaralrabeth the Strikeoozer (7 def, 11 armour) Zubaralrabeth the Strikeoozer (7 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +17 Physical power: +15 (+2 eff.) Armour: +11 Defense: +7 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 16 lightning / 8 physical Changes stats: +41 Str / +36 Dex / +24 Wil / +31 Cun / +29 Con Changes resistances: +21% lightning / +11% temporal / +19% darkness / +20% fire / +5% all / +11% acid / +11% physical / +11% blight / +19% cold / -85% light Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +15% physical / +3% blight Critical mult.: +9.00% Reduces incoming crit damage: 20.00% Physical save: +79 (+8 eff.) Mental save: +22 (+3 eff.) Life regen: +14.00 Stamina when hit: +1.80 Equilibrium when hit: +1.80 Mindpower: +15 (+2 eff.) Infravision radius: +6 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Blazelace' (8 def, 8 armour) dwarven-steel helm 'Blazelace' (8 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +8 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 24 physical / 16 light / 8 darkness Changes stats: +41 Str / +36 Dex / +12 Mag / +37 Wil / +4 Cun / +11 Con / +13 Lck Changes resistances: +53% darkness / +6% light / +31% blight / +11% cold / +9% arcane / +11% fire Changes damage: +27% blight / +3% mind / +28% arcane / +9% light Physical save: +20 (+2 eff.) Spell save: +20 (+3 eff.) Mental save: +43 (+6 eff.) Disarm immunity: +5% Confusion immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +5% Only die when reaching: -80.00 life Spell crit. chance: +14% Mental crit. chance: +6% Light radius: +2 Infravision radius: +21 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 12183.4 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Skyusher' (21 def, 34 armour) dwarven-steel helm 'Skyusher' (21 def, 34 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Physical power: +10 (+2 eff.) Armour: +34 Defense: +21 (+3 eff.) Fatigue: +4% Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 4 acid / 8 physical / 8 lightning Changes stats: +22 Str / +19 Dex / +3 Mag / +30 Wil / +23 Cun / +16 Con Changes resistances: +22% acid / +10% physical / +14% darkness / +20% lightning / +22% blight / +33% fire / +33% cold / +10% all Reduces incoming crit damage: 5.00% Physical save: +43 (+4 eff.) Mental save: +33 (+5 eff.) Mindpower: +10 (+1 eff.) Infravision radius: +21 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 12183.4 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Earodedar' (3 def, 6 armour) elven-silk wizard hat 'Earodedar' (3 def, 6 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +36 Mag / +52 Wil / +28 Cun / +25 Con Changes resistances: +7% lightning / +8% temporal / +35% light / +23% fire / +38% nature / +44% acid / +20% physical / +13% blight / +29% cold / +39% mind / +50% darkness Changes damage: +20% acid / +34% physical / +31% light / +15% temporal / +20% nature / +40% mind / +39% arcane / +55% darkness Physical save: +56 (+6 eff.) Spell save: +29 (+4 eff.) Mental save: +120 (+15 eff.) Blindness immunity: +20% Cut immunity: +15% Silence immunity: +20% Confusion immunity: -60% Stun/Freeze immunity: +5% Fear immunity: -60% Mana each turn: +2.30 Mana when hit: +2.80 Only die when reaching: -80.00 life Maximum mana: +110.00 Maximum hate: +11.00 Maximum psi: +77.00 Spellpower: +26 (+3 eff.) Mindpower: +30 (+4 eff.) Mental crit. chance: +37% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.5 Power cost: 72 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 13 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 486.16 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Boltnull the stralite mail armour (30 def, 71 armour) Boltnull the stralite mail armour (30 def, 71 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical crit. chance: +8.0% Physical power: +20 (+3 eff.) Armour: +71 Defense: +30 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 36 physical / 36 light / 8 arcane Changes stats: +24 Str / +9 Mag / +31 Wil / +18 Cun / +6 Con Changes resistances: +57% lightning / +24% physical / +94% darkness / +11% fire / +88% blight / +105% cold / +11% arcane / +51% acid Changes resistances penetration: +5% lightning Changes damage: +3% blight / +9% physical / +12% arcane Allows you to breathe in: water Physical save: +13 (+1 eff.) Spell save: +22 (+3 eff.) Mental save: +66 (+9 eff.) Stamina each turn: +0.60 Only die when reaching: -40.00 life Maximum life: +131.00 Spellpower: +22 (+3 eff.) Spell crit. chance: +9% Mindpower: +22 (+3 eff.) Mental crit. chance: +8% Light radius: +8 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Chalukan the Abyssfury (16 def, 39 armour) Chalukan the Abyssfury (16 def, 39 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +39 Defense: +16 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 12 lightning / 12 physical / 18 light / 16 fire Changes stats: +9 Str / +15 Wil / +13 Cun / +11 Con Changes resistances: +32% acid / +13% physical / +38% darkness / +7% lightning / +42% blight / +37% fire / +12% mind / +31% cold Changes resistances penetration: +20% light Changes damage: +9% lightning Allows you to breathe in: water Reduces incoming crit damage: 29.00% Physical save: +34 (+3 eff.) Mental save: +64 (+8 eff.) Life regen: +1.60 Maximum life: +184.00 Light radius: +5 Infravision radius: +5 Healing mod.: +14% A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +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. |
Gogann (32 def, 75 armour) Gogann (32 def, 75 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +75 Defense: +32 (+4 eff.) Fatigue: +21% Damage (Melee): 45 acid / 44 fire Damage when hit (Melee): 32 acid / 32 fire / 40 physical Changes stats: +30 Str / +14 Mag / +37 Wil / +37 Cun / +30 Con Changes resistances: +126% acid / +23% physical / -20% light / +15% darkness / +104% fire / +33% cold / +67% lightning Changes resistances penetration: +20% blight Changes damage: +9% blight Allows you to breathe in: water Physical save: +46 (+5 eff.) Spell save: +10 (+1 eff.) Mental save: +122 (+16 eff.) Blindness immunity: +10% Poison immunity: +10% Disease immunity: +15% Maximum life: +255.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +14% Mindpower: +22 (+3 eff.) Mental crit. chance: +10% A suit of armour made of mail. |
Hurorab the iron mail armour (30 def, 32 armour) Hurorab the iron mail armour (30 def, 32 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +32 Defense: +30 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 6 light / 24 physical Changes stats: +12 Str / +4 Mag / +7 Wil / +17 Cun / +12 Con Changes resistances: +41% acid / +17% physical / +14% darkness / +16% lightning / +14% blight / +25% fire / +6% arcane / +14% cold Allows you to breathe in: water Physical save: +12 (+1 eff.) Spell save: +13 (+2 eff.) Mental save: +65 (+9 eff.) Blindness immunity: +15% Cut immunity: +15% Teleport immunity: +15% Life regen: +6.00 Maximum life: +370.00 Maximum stamina: +10.00 Light radius: +2 Infravision radius: +5 Healing mod.: +56% A suit of armour made of mail. |
dwarven-steel mail armour 'Barkoblivion' (29 def, 54 armour) dwarven-steel mail armour 'Barkoblivion' (29 def, 54 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +38 (+6 eff.) Armour: +54 Defense: +29 (+4 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -4% Damage (Melee): 64 acid / 64 fire Damage when hit (Melee): 52 acid / 52 fire Changes stats: +21 Str / +15 Mag / +29 Wil / +22 Cun / +13 Con Changes resistances: +32% lightning / +11% darkness / +93% fire / +153% acid / -15% light / +6% blight / +24% cold / +3% mind / +8% arcane Changes resistances penetration: +5% nature Reduces incoming crit damage: 24.00% Physical save: +50 (+5 eff.) Spell save: +27 (+4 eff.) Mental save: +92 (+12 eff.) Disease immunity: +20% Teleport immunity: +10% Vim when firing critical spell: +3.00 Maximum life: +72.00 Spellpower: +38 (+5 eff.) Spell crit. chance: +15% Mindpower: +38 (+5 eff.) Mental crit. chance: +15% A suit of armour made of mail. |
Glimmerquench the cured leather armour (40 def, 18 armour) Glimmerquench the cured leather armour (40 def, 18 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +14.0% Physical power: +21 (+3 eff.) Armour: +18 Defense: +40 (+5 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: +7% Damage (Melee): 7 arcane Damage (Ranged): 7 arcane Damage when hit (Melee): 28 physical Changes stats: +6 Str / +12 Dex / +24 Wil / +28 Cun Changes resistances: +21% acid / +16% physical / +6% light / +9% blight / +21% fire / +6% nature / +30% cold Changes resistances penetration: +5% mind Critical mult.: +42.00% Physical save: +58 (+6 eff.) Mental save: +95 (+12 eff.) Disease immunity: +20% Knockback immunity: +25% Mana each turn: +0.22 Maximum life: +34.00 Spellpower: +12 (+2 eff.) Movement speed: +40% Combat speed: +15% Casting speed: +15% Mental speed: +15% Heals friendly targets nearby when you use a nature summon: +40 A suit of armour made of leather. |
hardened leather armour 'Earthtrial' (83 def, 14 armour) hardened leather armour 'Earthtrial' (83 def, 14 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Physical crit. chance: +17.0% Physical power: +34 (+5 eff.) Armour: +14 Defense: +83 (+10 eff.) Ranged Defense: +72 (+8 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind * 10% chance to gain 10% of a turn Damage (Melee): 23 lightning / 8 acid Damage (Ranged): 24 lightning / 8 acid Damage when hit (Melee): 20 acid / 12 light / 19 lightning / 18 cold / 24 nature / 20 fire Changes stats: +8 Str / +12 Dex / +8 Mag / +15 Wil / +11 Cun Changes resistances: +120% lightning / +3% light / +84% acid / +108% cold / +25% nature / +67% fire Changes resistances penetration: +5% temporal / +25% nature / +5% light Changes damage: +3% light / +9% nature / +9% arcane Critical mult.: +32.00% Mental save: +34 (+5 eff.) Life regen: +2.70 Maximum life: +73.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +8% Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Movement speed: +60% Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +22% A suit of armour made of leather. |
Betadhedhena (17 def, 52 armour) Betadhedhena (17 def, 52 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +52 Defense: +17 (+2 eff.) Fatigue: -9% Damage when hit (Melee): 12 physical Changes stats: +9 Str / +3 Dex / +8 Mag / +10 Wil / +12 Cun / +9 Con Changes resistances: +18% acid / +7% physical / +0% light / +43% fire / +18% cold / +31% darkness Changes resistances penetration: +15% acid / +15% physical / +5% arcane Changes damage: +9% acid Maximum encumbrance: +30 Physical save: +48 (+5 eff.) Spell save: +6 (+1 eff.) Mental save: +58 (+8 eff.) Life regen: +1.60 Maximum life: +124.00 Maximum stamina: +15.00 Light radius: +2 Healing mod.: +14% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Coalparry the dwarven-steel plate armour (24 def, 42 armour) Coalparry the dwarven-steel plate armour (24 def, 42 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +42 Defense: +24 (+3 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 29 light / 4 mind Changes stats: +30 Str / +28 Wil / +15 Cun / +15 Con Changes resistances: +87% acid / +49% physical / +89% darkness / +51% lightning / +65% blight / +21% fire / +6% nature / +29% cold Changes resistances penetration: +15% darkness Changes damage: +6% darkness Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +19 (+2 eff.) Mental save: +73 (+10 eff.) Cut immunity: +10% Disarm immunity: +32% Stun/Freeze immunity: +31% Knockback immunity: +32% Life regen: +9.90 Stamina each turn: +1.50 Maximum life: +296.00 Light radius: +10 Healing mod.: +38% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Hettondur the steel plate armour (13 def, 43 armour) Hettondur the steel plate armour (13 def, 43 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +16 (+3 eff.) Armour: +43 Defense: +13 (+2 eff.) Fatigue: +23% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 4 arcane / 13 physical Changes stats: +24 Str / +6 Mag / +36 Wil / +32 Cun / +24 Con Changes resistances: +73% lightning / +25% physical / +0% light / +27% acid / +25% cold / +27% fire / +7% mind / +23% darkness Changes resistances penetration: +10% acid Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Reduces incoming crit damage: 10.00% Physical save: +32 (+3 eff.) Spell save: +7 (+1 eff.) Mental save: +119 (+15 eff.) Disarm immunity: +28% Stun/Freeze immunity: +28% Knockback immunity: +28% Mana each turn: +0.12 Mana when firing critical spell: +6.00 Maximum life: +171.00 Maximum mana: +60.00 Spellpower: +18 (+2 eff.) Spell crit. chance: +13% Mindpower: +15 (+2 eff.) Mental crit. chance: +7% Damage Shield penetration: +10% A suit of armour made of metal plates. |
Lavawreath (7 def, 74 armour) Lavawreath (7 def, 74 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +21 (+3 eff.) Armour: +74 Defense: +7 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 light / 18 physical Changes stats: +32 Str / +2 Dex / +9 Mag / +45 Wil / +30 Cun / +28 Con Changes resistances: +49% acid / +24% physical / +26% darkness / +41% lightning / +26% blight / +82% fire / +8% arcane / +78% cold Changes resistances penetration: +25% fire Changes damage: +3% fire Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 15.00% Maximum encumbrance: +40 Physical save: +74 (+8 eff.) Spell save: +22 (+3 eff.) Mental save: +84 (+11 eff.) Disarm immunity: +36% Stun/Freeze immunity: +36% Knockback immunity: +36% Only die when reaching: -80.00 life Maximum life: +253.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +9% Mindpower: +19 (+2 eff.) Mental crit. chance: +8% Light radius: +2 Healing mod.: +10% A suit of armour made of metal plates. |
Scaldmoon (10 def, 2 armour, 145 block) Scaldmoon (10 def, 2 armour, 145 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Damage (Melee): 9 lightning Effects when hit in melee: * 54% chance to daze * 18% chance to corrode armour * 94% chance to blind Damage when hit (Melee): 22 lightning / 54 temporal / 20 light / 29 fire / 4 arcane Changes stats: +5 Str / +15 Dex / +15 Mag / +26 Con Changes resistances: +81% lightning / +54% temporal / +95% light / +18% fire / +39% acid / +15% mind / +3% blight / +27% cold / +9% arcane / +35% darkness Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +10% blight Changes damage: +3% arcane / +3% fire Talents granted: +1 Ward +4 Block Maximum life: +64.00 Light radius: +1 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 4.5 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell 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 (749) is absorbed, or the time runs out (9 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). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 49%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Strikejustice (12 def, 52 armour, 552 block) Strikejustice (12 def, 52 armour, 552 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +52 Armour Hardiness: +10% Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 20 cold Effects when hit in melee: * 20% chance to daze Damage when hit (Melee): 77 ice / 76 nature Changes stats: +6 Dex / +12 Wil / +21 Con Changes resistances: +54% acid / +20% physical / +82% lightning / +20% mind / +81% blight / +64% cold / +79% nature / +85% fire Changes damage: +6% lightning / +9% physical Grants telepathy: All Talent granted: +5 Block Physical save: +43 (+4 eff.) Only die when reaching: -20.00 life Maximum life: +534.00 Handheld deflection devices. |
Timekeeper (4 def, 2 armour, 20 block) Timekeeper (4 def, 2 armour, 20 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +5% temporal Talent granted: +1 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Torchmoon the dwarven-steel shield (19 def, 42 armour, 402 block) Torchmoon the dwarven-steel shield (19 def, 42 armour, 402 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +15.0% Physical power: +24 (+4 eff.) Armour: +42 Defense: +19 (+3 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 8 fire Effects when hit in melee: * 16% chance to daze * 56% chance to blind Damage when hit (Melee): 78 fire Changes stats: +8 Str / +4 Dex / +10 Mag / +6 Wil / +35 Con Changes resistances: +34% lightning / +34% light / +107% fire / +57% cold / +10% acid Maximum wards: +8 lightning / +8 temporal / +8 blight / +8 fire / +8 cold Changes resistances penetration: +5% blight Talents granted: +2 Ward +3 Block Reduces incoming crit damage: 25.00% Physical save: +42 (+4 eff.) Spell save: +9 (+1 eff.) Confusion immunity: +15% Stun/Freeze immunity: +20% Light radius: +3 Deflect projectiles away: +13% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Handheld deflection devices. |
Yarular the Blastnaught (15 def, 40 armour, 348.5 block) Yarular the Blastnaught (15 def, 40 armour, 348.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +14.0% Physical power: +21 (+3 eff.) Armour: +40 Defense: +15 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +0% Effects on melee hit: * 65% chance to daze Damage (Melee): 7 acid Effects when hit in melee: * 13% chance to daze * 14% chance to corrode armour * 22% chance to blind Damage when hit (Melee): 19 acid / 20 nature / 14 ice Changes stats: +3 Dex / +3 Mag / +3 Wil / +29 Con Changes resistances: +17% lightning / +55% light / +72% cold / +14% acid / +41% darkness Changes resistances penetration: +10% nature Talent granted: +2 Block Physical save: +35 (+3 eff.) Life regen: +0.20 Only die when reaching: -40.00 life Deflect projectiles away: +10% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Ce'Newen the Shimmerpain (15/36, 60-84 power, 29 apr) Ce'Newen the Shimmerpain (15/36, 60-84 power, 29 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Base power: 60.0 - 84.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Physical crit. chance: +34.0% Capacity: 36 Turns elapse between self-loadings: 0 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease * 72% chance to daze * 20% chance to curse the target * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +1000% Damage (Ranged): +52 lightning / +32 darkness / +4 acid / +24 blight / +8 physical / +8 mind / +8 temporal Burst (radius 1) on hit: +20 lightning / +36 acid Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
Coalobsidian the quiver of elm arrows (21/21, 31-43.4 power, 17 apr) Coalobsidian the quiver of elm arrows (21/21, 31-43.4 power, 17 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Base power: 31.0 - 43.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +17 Physical crit. chance: +40.0% Capacity: 21 On weapon hit: * 20% chance to torment the target * 20% chance to curse the target * 25% chance to put talents on cooldown * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target * cripple the target Travel speed: +600% Damage (Ranged): +24 temporal / +78 darkness / +16 nature / +8 physical / +12 cold / +12 arcane / +44 blight / +8 bleed / +23 mind / +8 light Burst (radius 1) on hit: +28 darkness Burst (radius 2) on crit: +24 darkness / +7 cold Damage against: +8% Living / +9% Undead Arrows are used with bows to pierce your foes to death. |
8 agate 8 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
823 alchemist agate 823 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. |
8 onyx 8 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Berivor the Breezestreak (dig speed 1 turns) Berivor the Breezestreak (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +36 (+5 eff.) Armour penetration: +45 Physical crit. chance: +30.0% Physical power: +8 (+1 eff.) Armour: +16 Defense: +18 (+2 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 12 nature Changes stats: +40 Str / +5 Dex / +20 Wil / +22 Cun Changes resistances: +6% lightning / +20% physical / +6% light / +30% fire / +8% arcane / +30% darkness Changes resistances penetration: +25% physical Changes damage: +36% mind / +29% fire Physical save: +19 (+2 eff.) Mental save: +29 (+4 eff.) Disarm immunity: +20% Knockback immunity: +15% Lowers spell cool-downs by: 10% Mental crit. chance: +30% Infravision radius: +28 Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
10 emerald 10 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade 10 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise 12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 6.0 Power cost: 72 out of 150/150. 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 110.84 cold damage and 163.39 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. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
5 bloodstone 5 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 garnet 13 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby 10 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)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), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1311.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Neryrana (20/20, 19-22.8 power, 5 apr) Neryrana (20/20, 19-22.8 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Blight Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +5 Physical crit. chance: +15.0% Capacity: 20 On weapon hit: * 20% chance to disease * 20% chance to curse the target * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * cripple the target * wounds the target * splashes the target with acid Travel speed: +200% Damage (Ranged): +24 temporal / +42 darkness / +8 acid / +24 physical / +20 arcane / +48 blight / +8 bleed / +8 mind / +32 cold Burst (radius 1) on hit: +16 blight / +8 mind / +4 arcane Burst (radius 2) on crit: +12 mind / +8 arcane Damage against: +8% Living Shots are used with slings to pummel your foes to death. |
Radiancemortal (20/45, 154.5-185.4 power, 84 apr) Radiancemortal (20/45, 154.5-185.4 power, 84 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 154.5 - 185.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +84 Physical crit. chance: +120.0% Capacity: 45 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to blind * Slows global speed by 20% * 25% chance for lightning to arc to a second target * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target * cripple the target Travel speed: +1200% Damage (Ranged): +20 lightning / +36 cold / +56 darkness / +39 bleed / +12 fire / +64 mind Burst (radius 1) on hit: +12 mind / +34 fire / +4 light / +8 nature Burst (radius 2) on crit: +12 nature / +20 light Shots are used with slings to pummel your foes to death. |
Lightschism the stralite torque of mindblast [power 4401] (56 cooldown) Lightschism the stralite torque of mindblast [power 4401] (56 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to blind * 30% chance to corrode armour Damage when hit (Melee): 8 blight / 8 light Changes stats: +6 Dex Changes resistances: +6% light Maximum wards: +9 physical / +17 mind / +17 darkness Changes resistances penetration: +10% light Changes damage: +6% light / +6% physical Talents cooldown: Telekinetic Blast (+25 turn) Silence (+5 turn) Talents granted: +21 Telekinetic Blast +5 Silence +4 Ward Physical save: +3 (+0 eff.) Life regen: +0.40 Stamina each turn: +0.20 Psi each turn: +0.34 Maximum hate: +51.00 It can be used to fire a blast of psionic energies in a range 13 beam dealing 2420.55 to 4841.10 mind damage, putting all charms on cooldown for 56 turns. Torques are made by powerful psionics to store psionic powers. |
Velirialaith [power 867] (95 cooldown) Velirialaith [power 867] (95 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances: +3% mind Maximum wards: +11 physical / +16 mind / +16 darkness Changes resistances penetration: +15% blight Changes damage: +12% mind Grants telepathy: Dragon Talents cooldown: Telekinetic Blast (+25 turn) Silence (+15 turn) Talents granted: +21 Telekinetic Blast +13 Silence +4 Ward Physical save: +9 (+1 eff.) Silence immunity: +15% Pinning immunity: +10% Teleport immunity: +10% Psi each turn: +1.27 Hate when firing a critical mind attack: +2.00 Maximum hate: +36.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 867 for 7 turns, putting all charms on cooldown for 95 turns. Torques are made by powerful psionics to store psionic powers. |
Cuthathad [power 2] (27 cooldown) Cuthathad [power 2] (27 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 12 blight / 8 physical Changes stats: +7 Wil Maximum wards: +13 blight / +13 fire / +13 cold Talents granted: +6 Rushing Claws +13 Lay Web +5 Ward Critical mult.: +12.00% Maximum encumbrance: +20 Physical save: +9 (+1 eff.) Life regen: +0.60 Stamina each turn: +0.40 Stamina when hit: +1.30 Equilibrium when hit: +2.50 Only die when reaching: -80.00 life Maximum life: +30.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to remove magical effects from the target (up to 2), putting all charms on cooldown for 27 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Manydir the Glowwar [power 44] (36 cooldown) Manydir the Glowwar [power 44] (36 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +2 Dex / +2 Mag Changes resistances: +5% arcane / +3% mind Maximum wards: +13 lightning / +12 temporal / +12 blight / +13 fire / +13 cold Changes resistances penetration: +20% light / +10% arcane Changes damage: +3% arcane Talent cooldown: Void Blast (+12 turn) Talents granted: +7 Ward +2 Strike +4 Void Blast +8 Volcano Reduces incoming crit damage: 15.00% Maximum neg.energy: +8.00 Light radius: +3 Infravision radius: +6 It can be used to disarm traps (44 bonus disarm power, based on Magic) along a range 6 line, putting all charms on cooldown for 36 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tempestsweep [power 1705] (34 cooldown) Tempestsweep [power 1705] (34 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +4 Changes stats: +4 Dex / +3 Wil Changes resistances: +9% lightning / +3% darkness Maximum wards: +4 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes damage: +6% physical Talent cooldown: Void Blast (+6 turn) Talents granted: +1 Ward +5 Void Blast +29 Strike +17 Volcano Poison immunity: +10% Stun/Freeze immunity: +10% Mana each turn: +1.00 Maximum hate: +10.00 Maximum vim: +16.00 Mindpower: +4 (+0 eff.) It can be used to fire a bolt of a random element with (base) damage 852 to 1705, putting all charms on cooldown for 34 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 quartz 12 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber 11 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mizorah the Cornac Archmage level 200
6th Haze 123rd year of Ascendancy at 11:09 see stats
By Mizorah the Cornac Archmage level 200
14th Pyre 124th year of Ascendancy at 11:57 see stats
By Mizorah the Cornac Archmage level 196
62nd Haze 122nd year of Ascendancy at 20:16 see stats
By Mizorah the Cornac Archmage level 200
65th Regrowth 124th year of Ascendancy at 16:36 see stats
By Mizorah the Cornac Archmage level 200
12nd Pyre 124th year of Ascendancy at 19:17 see stats
By Mizorah the Cornac Archmage level 200
62nd Regrowth 124th year of Ascendancy at 13:34 see stats
By Mizorah the Cornac Archmage level 200
15th Haze 123rd year of Ascendancy at 09:38 see stats
By Mizorah the Cornac Archmage level 200
1st Time of Balance 124th year of Ascendancy at 21:21 see stats
By Mizorah the Cornac Archmage level 125
68th Dusk 122nd year of Ascendancy at 06:46 see stats
By Mizorah the Cornac Archmage level 200
58th Regrowth 124th year of Ascendancy at 09:51 see stats
By Mizorah the Cornac Archmage level 200
15th Haze 123rd year of Ascendancy at 14:59 see stats
By Mizorah the Cornac Archmage level 200
9th Pyre 123rd year of Ascendancy at 13:55 see stats
By Mizorah the Cornac Archmage level 112
58th Dusk 122nd year of Ascendancy at 16:56 see stats
By Mizorah the Cornac Archmage level 200
9th Decay 122nd year of Ascendancy at 00:38 see stats
By Mizorah the Cornac Archmage level 60
5th Dusk 122nd year of Ascendancy at 06:00 see stats
By Mizorah the Cornac Archmage level 200
74th Haze 122nd year of Ascendancy at 22:29 see stats
By Mizorah the Cornac Archmage level 200
12nd Pyre 124th year of Ascendancy at 20:53 see stats
By Mizorah the Cornac Archmage level 10
76th Pyre 122nd year of Ascendancy at 05:47 see stats
By Mizorah the Cornac Archmage level 20
4th Flare 122nd year of Ascendancy at 03:02 see stats
By Mizorah the Cornac Archmage level 30
5th Flare 122nd year of Ascendancy at 08:51 see stats
By Mizorah the Cornac Archmage level 40
3rd Dusk 122nd year of Ascendancy at 11:06 see stats
By Mizorah the Cornac Archmage level 50
4th Dusk 122nd year of Ascendancy at 03:55 see stats
By Mizorah the Cornac Archmage level 5
74th Pyre 122nd year of Ascendancy at 20:38 see stats
By Mizorah the Cornac Archmage level 178
61st Haze 122nd year of Ascendancy at 15:02 see stats
By Mizorah the Cornac Archmage level 88
57th Dusk 122nd year of Ascendancy at 13:09 see stats
By Mizorah the Cornac Archmage level 63
5th Dusk 122nd year of Ascendancy at 19:28 see stats
By Mizorah the Cornac Archmage level 200
15th Haze 123rd year of Ascendancy at 15:37 see stats
By Mizorah the Cornac Archmage level 200
64th Regrowth 124th year of Ascendancy at 21:58 see stats
By Mizorah the Cornac Archmage level 143
58th Haze 122nd year of Ascendancy at 20:42 see stats
By Mizorah the Cornac Archmage level 200
41st Dusk 123rd year of Ascendancy at 18:45 see stats
By Mizorah the Cornac Archmage level 126
39th Haze 122nd year of Ascendancy at 20:14 see stats
By Mizorah the Cornac Archmage level 65
6th Dusk 122nd year of Ascendancy at 08:51 see stats
By Mizorah the Cornac Archmage level 189
62nd Haze 122nd year of Ascendancy at 11:47 see stats
By Mizorah the Cornac Archmage level 200
79th Haze 122nd year of Ascendancy at 12:06 see stats
Log
There is a way to the next level here (press '' or right click to use).
Ran for 55 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 64 turns (stop reason: at exit).
You gain 8.02 gold from the transmogrification of caustic voratun dagger of erosion (40-52 power, 9 apr).
There is a Entrance to Gorbat Pride bastion here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Mizorah deactivates Daunting Presence.
Mizorah deactivates Quicken Spells.
Mizorah deactivates Premonition.
Mizorah deactivates Disruption Shield.
Mizorah deactivates Stone Skin.
Mizorah deactivates Pure Aether.
Mizorah deactivates Arcane Shield.
Mizorah deactivates Shielding.
Mizorah deactivates Keen Senses.
Mizorah deactivates Hurricane.
Mizorah deactivates Thunderstorm.
The furious lightning storm around Mizorah calms down and disappears.
Mizorah deactivates Feather Wind.
Mizorah deactivates Arcane Power.
Mizorah deactivates Blur Sight.
Mizorah deactivates Essence of Speed.
Mizorah deactivates Spellcraft.
Mizorah deactivates Tempest.