Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Marksman 1.4.9A complete rework for Archer. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Bastion 1.4.6A complete rework for Bulwark. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Assassin 1.4.5Reworks the Rogue class. Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Items Vault 1.4.8Donators/Buyers bonus! Adventuring Party 1.4.9Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 65 / 69% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 69 (base 60) |
| Constitution | 74 (base 60) |
| Magic | 82 (base 60) |
| Willpower | 82 (base 60) |
| Cunning | 85 (base 60) |
Resources
| Mana | 1484/1484 |
| Life | 21936/21936 |
| Positive | 772/772 |
| Stamina | 897/897 |
| Paradox | 300 |
| Healing Factor | 1.1 |
| Regeneration | 55.985767708182 |
Speed
| Mental | +100.05% |
| Attack | +100.05% |
| Movement | +394% |
| Spell | +100.05% |
| Global | +147.02% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 10 |
| See Stealth | 122.42090047218 |
| See Invisible | 170.31716105165 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 65 |
| Crit Chance | 246% |
| APR | 34 |
| Speed | 0.50 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 150 |
| Crit Chance | 100% |
| Speed | 0.49987503124219 |
Offense: Mind
| Mindpower | 151 |
| Crit Chance | 100% |
| Speed | 0.49987503124219 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +35% |
Defense: Base
| Armour (hardiness) | 285.57114029323 (98.681318681319%) |
| Defense | 99 |
| Ranged Defense | 101 |
| Fatigue | 34 |
| Physical Save | 46 |
| Spell Save | 74 |
| Mental Save | 43 |
Defense: Resistances
| All | + 66%( 84%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 50% |
| Confusion Resistance | 17% |
| Stun Resistance | 83% |
| Knockback Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (2/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (50% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Crusader | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Soldier | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Retaliation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Knighthood | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Warcries | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Arms | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 0/15 |
| 0/24 |
| 0/3 |
| 0/2 |
| 0/2 |
| Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Retribution |
| talent | Keen Senses |
| talent | Honor |
| talent | Precise Strikes |
| talent | Searing Sight |
| talent | Premonition |
| talent | Contingency |
| talent | Shield of Light |
| talent | Shield Wall |
| talent | Chant of Resistance |
| talent | Daunting Presence |
| talent | Warsong |
| talent | Attacks of Opportunity |
| talent | Iron Guard |
| talent | Second Life |
| talent | Weapon of Light |
| talent | Weapon of Wrath |
| talent | Righteous Strength |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Porobreta the war bear. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by Gorgk. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 348. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of greater demon bile. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
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 |
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 | Glintpride (0 def, 3 armour) Glintpride (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +3 Cun / +3 Dex Changes resistances: +6% light Changes resistances penetration: +10% light Maximum encumbrance: +26 Physical save: +8 (+2 eff.) Spellpower: +4 (+0 eff.) Light radius: +3 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 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
| Light source | Muckquarry the alchemist's lamp Muckquarry the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +5 Cun / +2 Con Changes resistances: +8% blight / +6% fire / +3% nature Changes resistances penetration: +10% fire Changes damage: +6% nature Blindness immunity: +29% Confusion immunity: +17% Life regen: +1.30 Light radius: -3 Infravision radius: +5 See stealth: +8 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 4.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Ulfutorain' (0 def, 4 armour) dwarven-steel helm 'Ulfutorain' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +1 Mag / +8 Wil / +2 Con Changes resistances: +11% acid / +8% blight / +7% fire / +7% cold / +9% lightning Grants telepathy: Dragon Mental save: +13 (+5 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Bregoleg' (0 def, 2 armour) dwarven-steel gauntlets 'Bregoleg' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 7 arcane Changes stats: +2 Str / +8 Mag / +5 Wil / +3 Cun Changes resistances: +7% light / +3% temporal / +7% darkness / +6% arcane Changes damage: +9% temporal Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 182.75 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Hidothad HidothadPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Mag Changes resistances: +22% light Changes damage: +11% light / +3% arcane Spell save: +10 (+3 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Maximum vim: +20.00 Spellpower: +6 (+1 eff.) Mindpower: +7 (+0 eff.) Rings can have magical properties. |
| On fingers | Tularoddafast the Blazenigh Tularoddafast the BlazenighPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Mag Changes resistances: +3% mind Changes resistances penetration: +5% fire Changes damage: +6% mind Spell save: +4 (+1 eff.) Blindness immunity: +20% Stun/Freeze immunity: +23% Life regen: +1.80 Infravision radius: +3 See stealth: +5 See invisible: +7 Rings can have magical properties. |
| Around neck | steel amulet 'Bokesus' steel amulet 'Bokesus'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +2 Str Changes resistances cap: +3% all Physical save: +9 (+3 eff.) Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 824 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
| Around waist | Eremutir the hardened leather belt Eremutir the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -6% Changes stats: +3 Cun / +1 Mag Reduced damage from: +20% Summoned Critical mult.: +5.00% Maximum encumbrance: +40 Spell save: +9 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | stralite shield 'Cloudspawner' (10 def, 2 armour, 45.5-54.6 power, 142 block) stralite shield 'Cloudspawner' (10 def, 2 armour, 45.5-54.6 power, 142 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +142 Damage (Melee): +14 cold Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 16 ice Changes stats: +2 Wil Changes resistances: +47% cold Changes resistances penetration: +5% lightning / +5% fire Talent granted: +4 Block Handheld deflection devices. |
| Cloak | Ivurin the Strikeblow (2 def, 0 armour) Ivurin the Strikeblow (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +1 Str / +3 Mag / +6 Wil / +4 Cun / +3 Con Changes resistances: +3% nature Reduces incoming crit damage: 10.00% Physical save: +8 (+2 eff.) Disarm immunity: +20% Maximum life: +57.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Bleakoath' (7 def, 13 armour) stralite plate armour 'Bleakoath' (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes resistances: +19% lightning / +13% light / +15% darkness / +7% arcane Changes damage: +27% darkness Spell save: +17 (+5 eff.) A suit of armour made of metal plates. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Aeruleta the steel amulet Aeruleta the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +1 Cun Changes resistances: +12% darkness / +12% mind / +12% light Critical mult.: +11.00% Blindness immunity: +24% Confusion immunity: +23% Mana when firing critical spell: +2.00 Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
Bokinarileg BokinarilegInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% mind Grants telepathy: Dragon Blindness immunity: +12% Confusion immunity: +20% Psi when hit: +0.12 Mindpower: +2 (+0 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 17 power out of 60/60) : Effective talent level: 2.0 Power cost: 17 out of 60/60. 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. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Eclipseveil the voratun amulet Eclipseveil the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -17% Changes stats: +22 Dex / +18 Cun / +19 Con Changes resistances: +9% physical Changes damage: +12% darkness / +9% fire Life regen: +2.60 Stamina each turn: +4.10 Infravision radius: +3 Movement speed: +20% Amulets can have magical properties. |
Hanurin HanurinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -2% Changes resistances: +21% temporal Changes resistances penetration: +5% temporal Changes damage: +8% physical Blindness immunity: +22% Pinning immunity: +32% Knockback immunity: +41% Only die when reaching: -60.00 life Maximum life: +50.00 Infravision radius: +6 Sight radius: +2 See invisible: +9 Combat speed: +10% Amulets can have magical properties. |
Hathebar the stralite amulet Hathebar the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Changes stats: +4 Mag Changes resistances: +10% physical Changes resistances cap: +5% all Changes resistances penetration: +10% arcane / +10% mind Changes damage: +7% acid / +7% fire / +5% cold / +6% lightning Grants telepathy: Humanoid/Orc Physical save: +19 (+6 eff.) Mental save: +25 (+9 eff.) Stamina each turn: +0.80 Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Mindpower: +6 (+0 eff.) Amulets can have magical properties. |
Hurytostir the stralite amulet Hurytostir the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 16 blight Changes stats: +1 Wil Changes resistances: +10% physical Changes damage: +8% physical Physical save: +21 (+7 eff.) Spell save: +16 (+4 eff.) Mental save: +18 (+6 eff.) Stamina each turn: +0.90 Mana each turn: +0.20 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Combat speed: +10% Amulets can have magical properties. |
Lisonn the Noonenvy Lisonn the NoonenvyInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +2 Wil Changes resistances: +10% fire / +6% light / +13% cold Changes resistances penetration: +5% light Changes damage: +3% light Mental save: +7 (+3 eff.) Confusion immunity: +10% Mindpower: +5 (+0 eff.) Amulets can have magical properties. |
Lisuthra LisuthraInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% physical / +6% light / +10% fire / +3% temporal / +11% cold Stamina each turn: +0.30 Amulets can have magical properties. |
Neryrariatira the Dayblack Neryrariatira the DayblackCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 16 light Changes stats: +9 Str / +9 Dex / +10 Wil Changes resistances penetration: +15% light / +5% mind Changes damage: +9% mind Talent masteries: +0.35 Technique / Combat techniques +0.35 Celestial / Light Life regen: +4.50 Light radius: +3 Amulets can have magical properties. |
Offalsweeper the steel amulet Offalsweeper the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +6 Lck / +4 Cun Changes resistances: +16% lightning / +6% blight / +6% nature / +6% light Stun/Freeze immunity: +22% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Velama the steel amulet Velama the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 acid Changes stats: +4 Dex / +7 Cun / +5 Con Changes resistances: +10% temporal Pinning immunity: +24% Knockback immunity: +24% Life regen: +0.40 Stamina each turn: +0.50 Mindpower: +2 (+0 eff.) Movement speed: +10% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xerythra the Glintbait Xerythra the GlintbaitInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +21% lightning / +8% physical Changes resistances penetration: +20% light Stun/Freeze immunity: +28% Life regen: +1.90 Stamina each turn: +0.40 Light radius: +3 Amulets can have magical properties. |
gold amulet 'Gleampain' gold amulet 'Gleampain'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +10 (+2 eff.) Effects on melee hit: * 15% chance to blind * 40% chance to corrode armour Changes stats: +5 Str / +8 Lck / +4 Con Changes damage: +6% light / +3% acid Physical save: +8 (+2 eff.) Life regen: +1.80 Maximum life: +30.00 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
stralite amulet 'Getuhir' stralite amulet 'Getuhir'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +5 Dex / +5 Cun / +9 Con Changes resistances: +3% blight / +3% temporal / +18% mind Changes resistances penetration: +20% temporal Changes damage: +17% blight / +11% fire Critical mult.: +12.00% Confusion immunity: +32% Life regen: +0.70 Stamina each turn: +0.70 Spellpower: +7 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
voratun amulet 'Prismlash' voratun amulet 'Prismlash'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +12 Wil / +5 Mag Changes resistances: +9% light Changes resistances penetration: +5% arcane Changes damage: +7% darkness / +8% temporal / +6% light / +8% physical Mental save: +28 (+10 eff.) Confusion immunity: +50% Mana each turn: +0.16 Vim when firing critical spell: +2.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +6% Mindpower: +23 (+2 eff.) Light radius: +1 Amulets can have magical properties. |
Elevea the voratun ring Elevea the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+7 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Dex / +12 Mag / +10 Cun Changes resistances: +5% arcane / +6% acid Changes resistances penetration: +20% acid Reduces incoming crit damage: 10.00% Spell save: +20 (+5 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 4.8 Power cost: 22 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 44% for 5 turns. Rings can have magical properties. |
Infernopiercer InfernopiercerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +10 Defense: +7 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +5 Con Changes resistances: +24% lightning / +3% fire Changes resistances penetration: +10% mind / +5% fire Changes damage: +12% lightning Physical save: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Islenne IslennePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +10 Dex / +7 Mag / +8 Wil / +10 Cun Changes resistances: +20% temporal / +3% nature / +5% arcane Changes resistances penetration: +10% mind Changes damage: +20% temporal Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Blindness immunity: +20% Poison immunity: +5% Stun/Freeze immunity: +15% Spellpower: +11 (+1 eff.) Rings can have magical properties. |
Leledar LeledarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +10 (+2 eff.) Fatigue: -2% Changes resistances: +58% lightning Changes damage: +29% lightning Critical mult.: +9.00% Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 6.4 Power cost: 22 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 54% for 5 turns. Rings can have magical properties. |
Lustrethorn the steel ring Lustrethorn the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +4 Wil / +6 Cun Changes resistances: +25% light Changes resistances penetration: +15% acid Changes damage: +11% light Spellpower: +6 (+1 eff.) Mindpower: +6 (+0 eff.) Rings can have magical properties. |
Oakminister OakministerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 acid Changes stats: +5 Mag / +9 Wil Changes resistances: +3% acid Changes damage: +3% nature Mental save: +8 (+3 eff.) Blindness immunity: +26% Spellpower: +5 (+0 eff.) Infravision radius: +4 See stealth: +7 See invisible: +11 Rings can have magical properties. |
Phoenixorder the voratun ring Phoenixorder the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Str / +10 Mag / +3 Cun Changes resistances: +15% blight / +15% nature / +6% mind Changes damage: +6% fire Reduces incoming crit damage: 15.00% Spell save: +20 (+5 eff.) Poison immunity: +29% Disease immunity: +29% Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 4.8 Power cost: 22 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 44% for 5 turns. Rings can have magical properties. |
Salyvea the gold ring Salyvea the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Cun / +7 Mag Changes resistances: +9% blight / +3% temporal Spell save: +26 (+7 eff.) Mental save: +6 (+2 eff.) Spellpower: +8 (+1 eff.) Rings can have magical properties. |
Unrandil the gold ring Unrandil the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +7 Str / +2 Mag / +8 Con Physical save: +8 (+2 eff.) Life regen: +0.50 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +43.00 Spellpower: +2 (+0 eff.) Light radius: +1 Healing mod.: +15% Rings can have magical properties. |
Woebearer the voratun ring Woebearer the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 8 darkness Changes stats: +10 Dex / +6 Con Changes resistances: +3% lightning / +6% darkness / +6% fire / +9% light / +15% cold Changes resistances penetration: +5% darkness Spell save: +20 (+5 eff.) Life regen: +2.00 Maximum life: +100.00 Maximum stamina: +36.00 Healing mod.: +30% Rings can have magical properties. |
gold ring 'Uleruithad' gold ring 'Uleruithad'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +10 Armour: +14 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +7 Str / +1 Mag Changes resistances: +6% nature / +7% blight Spell save: +25 (+6 eff.) Poison immunity: +10% Disease immunity: +14% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Crackleimmortal' voratun ring 'Crackleimmortal'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Damage when hit (Melee): 8 lightning / 12 arcane Changes stats: +10 Str / +9 Con Changes resistances: +21% acid / +40% darkness / +30% fire / +26% cold / +30% lightning Changes resistances penetration: +5% lightning / +10% light Changes damage: +20% darkness / +21% arcane Rings can have magical properties. |
Airenvy (80.5-120.75 power, 7 apr) Airenvy (80.5-120.75 power, 7 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 80.5 - 120.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 28% * leeches stamina from the target Damage (Melee): +24 mind When wielded/worn: Accuracy: +2 (+0 eff.) Damage when hit (Melee): 26 nature slow Changes stats: +2 Dex Changes damage: +12% lightning Critical mult.: +3.00% Maximum stamina: +5.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
Betumira the steel battleaxe (24.5-36.75 power, 2 apr) Betumira the steel battleaxe (24.5-36.75 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 insidious poison / +17 temporal / +22 nature When wielded/worn: Changes resistances: +12% cold Light radius: +1 Massive two-handed battleaxes. |
Branesta (17.5-26.25 power, 2 apr) Branesta (17.5-26.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +9 mind Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +6% temporal Spell crit. chance: +1% Massive two-handed battleaxes. |
Dayspawn the voratun battleaxe (56.5-84.75 power, 4 apr) Dayspawn the voratun battleaxe (56.5-84.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour On weapon crit: * cripple the target When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +13.0% Defense: +16 (+3 eff.) Changes resistances: +6% light Changes resistances penetration: +16% acid / +5% nature / +15% light Disarm immunity: +46% Life regen: +4.00 Light radius: +3 Massive two-handed battleaxes. |
Emelada the Jetwire (20.5-30.75 power, 2 apr) Emelada the Jetwire (20.5-30.75 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning / +9 temporal / +10 light / +8 mind Damage against: +9% Undead When wielded/worn: Damage when hit (Melee): 10 temporal Changes resistances: +10% temporal Massive two-handed battleaxes. |
Emeligassra the Torchclamor (31.5-47.25 power, 2 apr) Emeligassra the Torchclamor (31.5-47.25 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 111% Burst (radius 1) on hit: +7 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +23 (+5 eff.) Defense: +12 (+2 eff.) Changes stats: +5 Dex Changes resistances: +9% blight Disarm immunity: +32% Massive two-handed battleaxes. |
Layiyatta (31-46.5 power, 2 apr) Layiyatta (31-46.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 12% chance to inflict damage reduction * 20% chance to curse the target * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +12 physical / +12 light Damage against: +10% Undead When wielded/worn: Changes stats: +2 Dex Stamina each turn: +0.80 Massive two-handed battleaxes. |
Mardunaritir (31-46.5 power, 2 apr) Mardunaritir (31-46.5 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 19% chance to corrode armour Damage (Melee): +9 temporal / +7 nature When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +7% all Changes resistances penetration: +12% acid / +10% nature Changes damage: +9% arcane Life regen: +3.00 Massive two-handed battleaxes. |
Nimbuszephyr (57-85.5 power, 25 apr) Nimbuszephyr (57-85.5 power, 25 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +80% Damage (Melee): +8 blight Burst (radius 1) on hit: +20 blight When wielded/worn: Physical power: +42 (+9 eff.) Changes stats: +15 Con Changes resistances penetration: +5% blight / +42% physical Changes damage: +24% lightning Disarm immunity: +74% Massive two-handed battleaxes. |
Polumilaith the steel battleaxe (30.5-45.75 power, 2 apr) Polumilaith the steel battleaxe (30.5-45.75 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 light Burst (radius 1) on hit: +10 fire Damage against: +7% Undead When wielded/worn: Physical power: +4 (+1 eff.) Life regen: +0.60 Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Arthedunadas' (31-46.5 power, 2 apr) dwarven-steel battleaxe 'Arthedunadas' (31-46.5 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +24 (+6 eff.) Physical crit. chance: +14.0% Defense: +26 (+4 eff.) Changes resistances: +3% darkness / +18% lightning Disarm immunity: +73% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Mucusbreaker' (41-61.5 power, 2 apr) dwarven-steel battleaxe 'Mucusbreaker' (41-61.5 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +4 nature When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% darkness / +6% all Changes resistances penetration: +12% nature / +5% darkness Changes damage: +6% nature Massive two-handed battleaxes. |
steel battleaxe 'Flamepiercer' (24-36 power, 2 apr) steel battleaxe 'Flamepiercer' (24-36 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +13 temporal / +7 nature / +8 fire Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Defense: +7 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Disarm immunity: +29% Massive two-handed battleaxes. |
voratun battleaxe 'Gleamtide' (57.5-86.25 power, 4 apr) voratun battleaxe 'Gleamtide' (57.5-86.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour * disrupts spell-casting Damage (Melee): +12 light Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +42 ice Damage against: +27% Unnatural When wielded/worn: Accuracy: +21 (+5 eff.) Armour: +19 Changes stats: +10 Str Changes resistances penetration: +5% acid / +21% cold / +15% light Changes damage: +21% physical / +3% darkness / +6% light Stamina when hit: +4.00 Light radius: +1 Massive two-handed battleaxes. |
Arcdream the voratun dagger (38.5-50.05 power, 9 apr) Arcdream the voratun dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Damage (Melee): +20 acid Burst (radius 1) on hit: +4 lightning Damage against: +21% Unnatural When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes stats: +6 Wil Changes resistances: +9% nature / +8% all Changes resistances penetration: +12% nature / +5% acid Critical mult.: +16.00% Sharp, short and deadly. |
Belyruihek (22-28.6 power, 7 apr) Belyruihek (22-28.6 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 22.0 - 28.6 Uses stats: 45% Dex, 45% Str Damage type: Blight Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to cause random gloom * Random elemental explosion Damage Shield penetration (this weapon only): +30% Damage (Melee): +8 mind Burst (radius 2) on crit: +4 blight When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +7% acid / +8% fire / +8% lightning / +8% cold Damage Shield penetration: +10% Sharp, short and deadly. |
Belysera (38-49.4 power, 9 apr) Belysera (38-49.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * Random elemental explosion Damage (Melee): +16 temporal / +16 mind Burst (radius 1) on hit: +4 acid / +8 blight When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Effects on melee hit: * 10% chance to disease Changes resistances: +3% temporal Changes resistances penetration: +14% acid / +11% fire / +14% lightning / +13% cold Critical mult.: +16.00% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Betowyn the steel dagger (11.5-14.95 power, 6 apr) Betowyn the steel dagger (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn On weapon crit: * wounds the target reducing their healing Burst (radius 2) on crit: +5 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +12 (+3 eff.) Changes stats: +2 Con Changes resistances: +9% temporal Changes resistances penetration: +5% temporal / +7% fire / +5% physical Disarm immunity: +11% Global speed: +2% Sharp, short and deadly. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Layissra (26-33.8 power, 9 apr) Layissra (26-33.8 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +14 fire Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+3 eff.) Effects on melee hit: * 45% chance to corrode armour Changes resistances: +9% acid Changes resistances penetration: +11% mind / +11% darkness Changes damage: +9% acid / +6% arcane Mindpower: +4 (+0 eff.) Sharp, short and deadly. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Oozesin (48-62.4 power, 9 apr) Oozesin (48-62.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 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 Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 4 nature Changes resistances: +6% blight / +1% physical Changes resistances penetration: +12% cold Knockback immunity: +40% Sharp, short and deadly. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Pyrewinter (27-35.1 power, 17 apr) Pyrewinter (27-35.1 power, 17 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +17 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +9% When wielded/worn: Armour penetration: +7 Physical crit. chance: +16.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 4 mind / 8 fire Changes resistances penetration: +15% mind Changes damage: +3% fire Critical mult.: +17.00% Mental save: +3 (+1 eff.) Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Stormzephyr (16.5-21.45 power, 7 apr) Stormzephyr (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Dex, 45% Str Damage type: Blight Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 12% chance to inflict damage reduction * 17% chance to disease * 20% chance to curse the target Damage (Melee): +32 blight When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +15% lightning Disease immunity: +16% Sharp, short and deadly. |
Taintumbra the stralite dagger (28-36.4 power, 9 apr) Taintumbra the stralite dagger (28-36.4 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Dex, 45% Str Damage type: Nature Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +16 nature Burst (radius 1) on hit: +4 arcane / +10 fire When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes damage: +3% arcane Sharp, short and deadly. |
Tempestquell (15.5-20.15 power, 7 apr) Tempestquell (15.5-20.15 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Mind Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn * 9% chance to daze Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +11 ice When wielded/worn: Armour: +7 Damage when hit (Melee): 16 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances penetration: +8% lightning / +8% cold Sharp, short and deadly. |
Thunderfoe the voratun dagger (40-52 power, 9 apr) Thunderfoe the voratun dagger (40-52 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Dex, 45% Str Damage type: Fire Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 63% chance to daze Damage (Melee): +12 lightning / +8 fire / +9 nature / +12 temporal Burst (radius 2) on crit: +22 fire When wielded/worn: Changes stats: +3 Str / +3 Dex / +4 Mag / +3 Wil / +1 Cun / +3 Con Changes resistances: +3% lightning Changes resistances penetration: +9% lightning / +9% fire Global speed: +3% Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
voratun dagger 'Cinderstrider' (38-49.4 power, 9 apr) voratun dagger 'Cinderstrider' (38-49.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +4 fire / +11 mind When wielded/worn: Armour penetration: +6 Changes resistances: +9% acid Changes resistances penetration: +5% acid / +9% physical Changes damage: +12% physical It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Betena the Flashmark (30-45 power, 2 apr) Betena the Flashmark (30-45 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +8 fire / +7 lightning Burst (radius 1) on hit: +7 fire When wielded/worn: Changes damage: +6% light Light radius: +2 Massive two-handed mauls. |
Blackfist (40.5-60.75 power, 2 apr) Blackfist (40.5-60.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 111% On weapon hit: * 20% chance to inflict damage reduction On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +14 acid When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +10.0% Physical power: +9 (+2 eff.) Changes stats: +5 Dex Changes resistances: +6% light / +1% physical Reduces incoming crit damage: 10.00% Spell save: +20 (+5 eff.) Massive two-handed mauls. |
Boryruikhad (53.5-80.25 power, 3 apr) Boryruikhad (53.5-80.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 24% chance to disease * Random elemental explosion Damage (Melee): +9 blight When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +13 (+2 eff.) Changes stats: +1 Dex / +1 Con Changes resistances penetration: +14% acid / +20% fire / +13% lightning / +16% cold Disease immunity: +27% Disarm immunity: +42% Only die when reaching: -60.00 life Healing mod.: +15% Massive two-handed mauls. |
Dureyadar the steel greatmaul (26.5-39.75 power, 2 apr) Dureyadar the steel greatmaul (26.5-39.75 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +10 cold Burst (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +6% darkness / +3% light Poison immunity: +10% Massive two-handed mauls. |
Duskstone the steel greatmaul (37-55.5 power, 2 apr) Duskstone the steel greatmaul (37-55.5 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 37.0 - 55.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +9 (+2 eff.) Damage when hit (Melee): 8 darkness Disarm immunity: +31% Massive two-handed mauls. |
Getolathahell (66-99 power, 4 apr) Getolathahell (66-99 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Burst (radius 2) on crit: +28 ice When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +14 Changes stats: +7 Dex / +4 Mag / +2 Wil / +2 Cun Changes resistances penetration: +21% cold See invisible: +6 Massive two-handed mauls. |
Jetdredge the voratun greatmaul (69.5-104.25 power, 4 apr) Jetdredge the voratun greatmaul (69.5-104.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 98% chance to daze Damage (Melee): +28 darkness Burst (radius 2) on crit: +12 fire Damage against: +28% Living When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes stats: +12 Str / +12 Dex / +12 Mag / +12 Wil / +12 Cun / +12 Con Changes resistances: +3% darkness Changes resistances penetration: +42% lightning / +5% fire / +5% darkness Changes damage: +9% darkness / +6% fire Massive two-handed mauls. |
Ragaruilar (31-46.5 power, 2 apr) Ragaruilar (31-46.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 32% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +12 blight / +10 cold / +7 acid When wielded/worn: Changes resistances: +6% darkness Massive two-handed mauls. |
Torchstalker (67-100.5 power, 4 apr) Torchstalker (67-100.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +12 mind When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +21.0% Defense: +21 (+4 eff.) Damage when hit (Melee): 23 fire Changes resistances: +9% fire Changes resistances penetration: +23% acid / +24% fire / +21% lightning / +23% cold Disarm immunity: +66% Hate when firing a critical mind attack: +3.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +4% Massive two-handed mauls. |
Woecrypt (43-64.5 power, 2 apr) Woecrypt (43-64.5 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +16 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +3% darkness / +3% all Changes resistances penetration: +5% blight / +12% fire / +9% nature / +10% darkness Critical mult.: +23.00% Global speed: +4% Massive two-handed mauls. |
dwarven-steel greatmaul 'Yvota' (42-63 power, 2 apr) dwarven-steel greatmaul 'Yvota' (42-63 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +14 lightning / +12 light Damage against: +20% Undead When wielded/worn: Fatigue: -2% Changes stats: +1 Str Critical mult.: +6.00% Massive two-handed mauls. |
dwarven-steel greatmaul 'Zanyredig' (51-76.5 power, 2 apr) dwarven-steel greatmaul 'Zanyredig' (51-76.5 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: 51.0 - 76.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +13 darkness Burst (radius 2) on crit: +4 mind Damage against: +20% Living When wielded/worn: Changes resistances penetration: +15% temporal Massive two-handed mauls. |
steel greatmaul 'Alylathadir' (24-36 power, 2 apr) steel greatmaul 'Alylathadir' (24-36 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +2.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +9 temporal / +10 darkness Damage against: +7% Living When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 10 temporal Changes resistances: +7% temporal Life regen: +0.20 Stamina each turn: +0.20 Massive two-handed mauls. |
steel greatmaul 'Eremiharandur' (29.5-44.25 power, 2 apr) steel greatmaul 'Eremiharandur' (29.5-44.25 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +19 nature / +16 temporal When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +5% blight Maximum vim: +30.00 Massive two-handed mauls. |
stralite greatmaul 'Zubyth' (54.5-81.75 power, 3 apr) stralite greatmaul 'Zubyth' (54.5-81.75 power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 24% * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +19 nature Burst (radius 1) on hit: +8 acid When wielded/worn: Physical crit. chance: +19.0% Changes stats: +2 Dex / +1 Mag / +2 Wil Massive two-handed mauls. |
voratun greatmaul 'Ce'Natta' (66-99 power, 4 apr) voratun greatmaul 'Ce'Natta' (66-99 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: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery 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 Damage (Melee): +27 mind Burst (radius 2) on crit: +4 blight When wielded/worn: Armour penetration: +21 Damage when hit (Melee): 12 blight Changes stats: +3 Mag Changes resistances penetration: +21% acid / +21% physical Changes damage: +9% blight / +21% physical Critical mult.: +10.00% Life regen: +4.00 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +20% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
Bethille the steel greatsword (31.5-50.4 power, 2 apr) Bethille the steel greatsword (31.5-50.4 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 31.5 - 50.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 light Burst (radius 1) on hit: +10 fire Damage against: +12% Undead When wielded/worn: Damage when hit (Melee): 4 blight Mana when firing critical spell: +4.00 Massive two-handed swords. |
Blazefury the voratun greatsword (63-100.8 power, 4 apr) Blazefury the voratun greatsword (63-100.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +40% Damage (Melee): +30 cold Burst (radius 1) on hit: +12 fire When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +24% acid / +24% fire / +24% lightning / +24% cold Spell save: +6 (+2 eff.) Mana each turn: +0.12 Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Ce'Nutira the Starmonster (62-99.2 power, 4 apr) Ce'Nutira the Starmonster (62-99.2 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +84 insidious poison When wielded/worn: Physical crit. chance: +21.0% Changes resistances: +42% acid / +6% light / +24% fire / +24% cold / +6% nature / +24% lightning Changes damage: +3% acid / +9% light Spell save: +21 (+6 eff.) Light radius: +3 Massive two-handed swords. |
Fulichak the Dawnwreck (42-67.2 power, 2 apr) Fulichak the Dawnwreck (42-67.2 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +12 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour Changes resistances: +3% acid Changes resistances penetration: +5% light Disarm immunity: +34% Massive two-handed swords. |
Gorilathagrim (51-81.6 power, 3 apr) Gorilathagrim (51-81.6 power, 3 apr)Requires: - Strength 35 Infused by nature 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: 51.0 - 81.6 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +13 darkness Damage against: +24% Living When wielded/worn: Physical crit. chance: +13.0% Changes resistances: +5% arcane / +6% all Changes resistances penetration: +14% nature / +5% mind Changes damage: +6% mind Mental save: +20 (+7 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +1% Massive two-handed swords. |
Holen (36-57.6 power, 4 apr) Holen (36-57.6 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 temporal / +17 nature / +4 physical Damage against: +7% Unnatural When wielded/worn: Physical crit. chance: +1.0% Changes stats: +5 Wil Changes damage: +12% physical Massive two-handed swords. |
Porudhelle the Brighttrencher (78.5-125.6 power, 4 apr) Porudhelle the Brighttrencher (78.5-125.6 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +28 nature When wielded/worn: Armour penetration: +21 Physical crit. chance: +16.0% Damage when hit (Melee): 12 fire Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +10% mind Critical mult.: +29.00% Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed swords. |
Puremalice (31.5-50.4 power, 2 apr) Puremalice (31.5-50.4 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 31.5 - 50.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +13 lightning / +10 acid When wielded/worn: Changes stats: +2 Con Reduces incoming crit damage: 5.00% Healing mod.: +10% Massive two-handed swords. |
Toradravor the dwarven-steel greatsword (36-57.6 power, 2 apr) Toradravor the dwarven-steel greatsword (36-57.6 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour On weapon crit: * cripple the target When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical crit. chance: +22.0% Defense: +10 (+2 eff.) Changes resistances penetration: +10% acid Critical mult.: +17.00% Mental save: +12 (+4 eff.) Disarm immunity: +36% Massive two-handed swords. |
Xerutira (23.5-37.6 power, 2 apr) Xerutira (23.5-37.6 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 25% chance to remove a magical effect Damage (Melee): +19 insidious poison / +10 nature When wielded/worn: Changes resistances: +16% acid / +12% fire / +12% lightning / +18% cold Spell save: +12 (+3 eff.) Massive two-handed swords. |
dwarven-steel greatsword 'Aralaith' (36.5-58.4 power, 2 apr) dwarven-steel greatsword 'Aralaith' (36.5-58.4 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +40% Damage (Melee): +17 lightning / +20 light Damage against: +23% Undead When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +1 Wil Changes resistances: +9% blight Changes resistances penetration: +5% blight Spell save: +29 (+7 eff.) Maximum mana: +60.00 Massive two-handed swords. |
dwarven-steel greatsword 'Toxinshaper' (35.5-56.8 power, 2 apr) dwarven-steel greatsword 'Toxinshaper' (35.5-56.8 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to inflict damage reduction * Slows global speed by 40% * 20% chance to curse the target Damage (Melee): +16 cold Burst (radius 1) on hit: +10 fire When wielded/worn: Changes resistances: +3% nature Changes damage: +6% nature Massive two-handed swords. |
steel greatsword 'Zefast' (22-35.2 power, 2 apr) steel greatsword 'Zefast' (22-35.2 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 light / +10 temporal Burst (radius 1) on hit: +7 fire Damage against: +7% Undead When wielded/worn: Damage when hit (Melee): 13 temporal Changes resistances: +3% acid / +9% temporal Mental save: +6 (+2 eff.) Confusion immunity: +5% Only die when reaching: -40.00 life Massive two-handed swords. |
stralite greatsword 'Eremaldir' (50.5-80.8 power, 3 apr) stralite greatsword 'Eremaldir' (50.5-80.8 power, 3 apr)Requires: - Strength 35 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: 50.5 - 80.8 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +19 darkness / +12 mind Damage against: +14% Living When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +9 (+2 eff.) Changes stats: +5 Str / +7 Con Changes resistances penetration: +14% physical Changes damage: +19% physical Critical mult.: +10.00% Mental save: +10 (+4 eff.) Disarm immunity: +36% Stamina when hit: +3.00 Psi when hit: +0.08 Maximum psi: +20.00 Massive two-handed swords. |
voratun greatsword 'Earthstreak' (85-136 power, 4 apr) voratun greatsword 'Earthstreak' (85-136 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 85.0 - 136.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +12 blight / +27 lightning When wielded/worn: Changes stats: +4 Wil / +1 Mag Changes damage: +6% nature / +12% blight Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Massive two-handed swords. |
Bokoran BokoranRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +22 nature When wielded/worn: Effects on ranged hit: * 17 arcane resource burn Changes stats: +6 Dex / +4 Wil / +6 Cun Changes resistances: +7% all Changes resistances penetration: +8% nature / +24% physical Talent mastery: +0.20 Wild-gift / Antimagic Critical mult.: +10.00% Maximum hate: +6.00 Mindpower: +11 (+1 eff.) Mental crit. chance: +3% Light radius: +2 See invisible: +6 Longbows are used to shoot arrows at your foes. |
Deepsfurnace DeepsfurnaceRequires: - 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: +8 On weapon hit: * 40% chance to inflict damage reduction Damage (Ranged): +6 lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +2 Dex / +1 Mag / +1 Cun Changes damage: +11% lightning Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Emynor the yew longbow Emynor the yew longbowRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to cause random gloom * 20% chance to disease When wielded/worn: Ammo reloads per turn: +2 Changes stats: +4 Mag Changes resistances penetration: +10% blight / +7% temporal / +20% physical Changes damage: +9% blight / +7% temporal / +22% physical Talent mastery: +0.10 Chronomancy / Bow Threading 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. |
Firesnake the yew longbow Firesnake the yew longbowRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +13 nature Burst (radius 2) on crit: +4 fire When wielded/worn: Physical power: +17 (+4 eff.) Changes stats: +6 Str Changes resistances: +4% all Changes resistances penetration: +9% nature / +10% arcane Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Longbows are used to shoot arrows at your foes. |
Gimina GiminaRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 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: +7 Damage (Ranged): +12 acid / +6 lightning When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes damage: +19% acid / +3% mind / +9% lightning Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Prismclamor PrismclamorRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +5 (+2 eff.) Changes stats: +3 Str Changes resistances: +3% darkness / +6% fire Changes resistances penetration: +13% physical Changes damage: +14% physical Talent cooldown: Steady Shot (-1 turn) Spell save: +6 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Ravenglean RavengleanRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +11 nature When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% Changes stats: +2 Con Changes resistances: +6% darkness / +4% all Changes resistances penetration: +8% nature Changes damage: +9% blight / +12% arcane Talent mastery: +0.10 Wild-gift / Fungus Mana each turn: +0.04 It can be used to regenerate 126 life over 5 turns, putting all charms on cooldown for 11 turns. Longbows are used to shoot arrows at your foes. |
Skyquake the ash longbow Skyquake the ash longbowRequires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting 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: +7 When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +7% acid / +6% temporal / +3% light / +7% fire / +7% cold / +9% lightning Changes resistances penetration: +5% lightning / +9% physical Changes damage: +8% physical Talent cooldown: Steady Shot (-1 turn) Spell save: +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Skyvalor the dragonbone longbow Skyvalor the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to disease Burst (radius 1) on hit: +4 light / +8 blight When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Physical power: +13 (+3 eff.) Changes stats: +5 Str Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +3% blight Longbows are used to shoot arrows at your foes. |
ash longbow 'Duskquell' ash longbow 'Duskquell'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 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: +7 Damage (Ranged): +8 cold Burst (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +1 Con Changes damage: +10% cold Talent mastery: +0.10 Wild-gift / Fungus Talent cooldown: Steady Shot (-1 turn) It can be used to regenerate 128 life over 5 turns, putting all charms on cooldown for 11 turns. Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Dayspawn' dragonbone longbow 'Dayspawn'Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +25 nature Burst (radius 2) on crit: +2 fire When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+4 eff.) Changes stats: +7 Str Changes resistances: +6% light / +15% cold Changes resistances penetration: +15% nature Changes damage: +12% light Talent cooldown: Steady Shot (-1 turn) Spell save: +6 (+2 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow 'Voidclash' yew longbow 'Voidclash'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str / +3 Dex Changes resistances: +3% darkness Changes resistances penetration: +16% physical / +10% darkness / +5% arcane Changes damage: +3% arcane Longbows are used to shoot arrows at your foes. |
Acera (33-46.2 power, 4 apr) Acera (33-46.2 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 92 acid damage in a 4 radius ball. This damage will increase by 69% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Adarialemira the Infernopower (40-56 power, 6 apr) Adarialemira the Infernopower (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +36 acid / +8 mind When wielded/worn: Armour penetration: +15 Changes stats: +2 Str / +2 Cun Changes resistances: +6% mind Changes resistances penetration: +5% fire / +14% physical Changes damage: +15% physical Grants telepathy: Dragon Sharp, long, and deadly. |
Aerobrerin the steel longsword (13.5-18.9 power, 3 apr) Aerobrerin the steel longsword (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +5 blight / +6 acid When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+1 eff.) Changes resistances: +6% fire Poison immunity: +10% Disarm immunity: +35% Pinning immunity: +5% Sharp, long, and deadly. |
Aroda the steel longsword (33-46.2 power, 3 apr) Aroda the steel longsword (33-46.2 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Changes stats: +1 Con Changes resistances: +8% acid / +8% fire / +8% lightning / +7% cold Spell save: +6 (+2 eff.) Sharp, long, and deadly. |
Branista the Glimmercut (42.5-59.5 power, 6 apr) Branista the Glimmercut (42.5-59.5 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +11.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom * 47% chance to blind * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 mind When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+4 eff.) Changes stats: +1 Str / +1 Dex / +7 Wil / +7 Cun Reduces incoming crit damage: 10.00% Maximum stamina: +5.00 Sharp, long, and deadly. |
Burnhunger (39.5-55.3 power, 5 apr) Burnhunger (39.5-55.3 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 111% Damage (Melee): +10 darkness Damage against: +9% Living When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +1 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +5% fire Sharp, long, and deadly. |
Cyroth the stralite longsword (37-51.8 power, 9 apr) Cyroth the stralite longsword (37-51.8 power, 9 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to disease Damage (Melee): +19 blight When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +26 Physical crit. chance: +12.0% Changes resistances penetration: +13% physical Changes damage: +16% physical Critical mult.: +18.00% Spell save: +10 (+3 eff.) Blindness immunity: +10% Silence immunity: +20% Knockback immunity: +15% Life regen: +0.20 Sharp, long, and deadly. |
Eryroddasin (16-22.4 power, 3 apr) Eryroddasin (16-22.4 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +16 insidious poison When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +3% temporal Changes resistances penetration: +10% temporal Changes damage: +6% temporal Sharp, long, and deadly. |
Everpyre Blade (38-53.2 power, 10 apr) Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 213.84 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Getedegund the stralite longsword (31-43.4 power, 5 apr) Getedegund the stralite longsword (31-43.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +25 cold When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Changes stats: +2 Wil / +1 Cun / +6 Con Changes resistances penetration: +13% physical Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +21 (+7 eff.) Disarm immunity: +30% Mindpower: +2 (+0 eff.) Sharp, long, and deadly. |
Halyndil the Lightningraven (44-61.6 power, 6 apr) Halyndil the Lightningraven (44-61.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% Burst (radius 1) on hit: +18 fire When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Damage when hit (Melee): 8 nature Changes stats: +7 Dex Changes resistances: +9% lightning / +5% arcane / +3% nature Changes resistances penetration: +10% lightning / +14% physical / +10% arcane Changes damage: +15% physical Sharp, long, and deadly. |
Islavena the Blackriver (22.5-31.5 power, 4 apr) Islavena the Blackriver (22.5-31.5 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +7.0% Defense: +8 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 30% chance to inflict damage reduction Changes resistances: +25% acid / +3% blight / +10% fire / +10% cold / +10% lightning Spell save: +7 (+2 eff.) Disarm immunity: +29% Sharp, long, and deadly. |
Ivadhewe (18.5-25.9 power, 9 apr) Ivadhewe (18.5-25.9 power, 9 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +19% Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +5% mind Equilibrium when hit: +0.04 Sharp, long, and deadly. |
Kindletrial the dwarven-steel longsword (25.5-35.7 power, 4 apr) Kindletrial the dwarven-steel longsword (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 8% chance to daze On weapon crit: * cripple the target Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +13 ice When wielded/worn: Physical crit. chance: +7.0% Armour: +8 Effects on melee hit: * 15% chance to blind Changes stats: +3 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +6% blight / +6% light Changes resistances penetration: +5% lightning / +10% cold Sharp, long, and deadly. |
Layamivena the Fogterror (14-19.6 power, 3 apr) Layamivena the Fogterror (14-19.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +18 insidious poison / +6 lightning Burst (radius 1) on hit: +4 darkness When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +6% darkness Sharp, long, and deadly. |
Offalbraze the voratun longsword (42-58.8 power, 6 apr) Offalbraze the voratun longsword (42-58.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction On weapon crit: * cripple the target Damage (Melee): +20 mind / +19 light Burst (radius 1) on hit: +8 temporal Damage against: +22% Undead When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 4 nature / 4 temporal Changes resistances penetration: +20% temporal It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Tarrokhad the voratun longsword (43-60.2 power, 6 apr) Tarrokhad the voratun longsword (43-60.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +21 ice When wielded/worn: Physical crit. chance: +15.0% Physical power: +10 (+3 eff.) Armour: +11 Damage when hit (Melee): 8 blight Changes resistances: +4% all Changes resistances penetration: +9% nature / +11% cold Critical mult.: +5.00% Damage Shield penetration: +10% Sharp, long, and deadly. |
Witch-Bane (42-58.8 power, 4 apr) Witch-Bane (42-58.8 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Mana Clash (0% chance level 0). On weapon hit: * 50 arcane resource burn When wielded/worn: Changes stats: +0 Cun / +0 Wil Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
Xada the stralite longsword (34.5-48.3 power, 5 apr) Xada the stralite longsword (34.5-48.3 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +9 darkness / +12 acid Burst (radius 2) on crit: +4 acid Damage against: +10% Living When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Con Changes resistances: +9% acid Changes resistances penetration: +11% acid / +9% physical / +12% cold / +11% lightning / +10% fire Disarm immunity: +21% Sharp, long, and deadly. |
Zubenor the stralite longsword (46.5-65.1 power, 5 apr) Zubenor the stralite longsword (46.5-65.1 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 111% Damage (Melee): +12 temporal Burst (radius 1) on hit: +13 fire When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Dex Changes damage: +15% mind Silence immunity: +5% Heals friendly targets nearby when you use a nature summon: +40 Sharp, long, and deadly. |
stralite longsword 'Layuna' (42.5-59.5 power, 5 apr) stralite longsword 'Layuna' (42.5-59.5 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +9.0% Changes stats: +5 Str Changes resistances: +9% darkness Changes damage: +10% physical Spell save: +9 (+3 eff.) Stamina when hit: +2.10 Sharp, long, and deadly. |
Dagudas the steel mace (12-16.8 power, 3 apr) Dagudas the steel mace (12-16.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 8% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +8 cold / +6 blight When wielded/worn: Damage when hit (Melee): 8 mind / 8 blight Changes resistances penetration: +5% arcane Maximum vim: +20.00 Spellpower: +2 (+0 eff.) Blunt and deadly. |
Gleamhunt the voratun mace (52.5-73.5 power, 6 apr) Gleamhunt the voratun mace (52.5-73.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 52.5 - 73.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +2 Str / +1 Wil / +2 Con Changes resistances penetration: +10% light / +9% physical Disarm immunity: +31% Light radius: +1 Blunt and deadly. |
Glitterumbra (14.5-20.3 power, 3 apr) Glitterumbra (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 temporal / +7 nature / +7 mind When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Damage when hit (Melee): 4 mind Changes resistances penetration: +5% light / +10% mind Disarm immunity: +23% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
Glunor the dwarven-steel mace (35.5-49.7 power, 4 apr) Glunor the dwarven-steel mace (35.5-49.7 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +11 acid When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 12 mind Changes stats: +4 Con Changes resistances: +6% blight Changes resistances penetration: +8% physical Changes damage: +6% blight Disarm immunity: +18% Blunt and deadly. |
Isawyn (22.5-31.5 power, 3 apr) Isawyn (22.5-31.5 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +3% blight / +6% cold Mental save: +3 (+1 eff.) Cut immunity: +5% Blunt and deadly. |
Ivobeth the dwarven-steel mace (27-37.8 power, 4 apr) Ivobeth the dwarven-steel mace (27-37.8 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: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 11% chance to daze On weapon crit: * cripple the target Damage (Melee): +10 darkness Damage against: +8% Living When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Changes stats: +3 Str / +2 Dex / +2 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +8% lightning Critical mult.: +10.00% Spell save: +20 (+5 eff.) Cut immunity: +5% Silence immunity: +15% Blunt and deadly. |
Loryntir the steel mace (22-30.8 power, 3 apr) Loryntir the steel mace (22-30.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 insidious poison Burst (radius 1) on hit: +5 fire When wielded/worn: Changes stats: +1 Cun Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +20 Blunt and deadly. |
Mardevon (46-64.4 power, 6 apr) Mardevon (46-64.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 darkness / +42 insidious poison Damage against: +16% Living When wielded/worn: Armour penetration: +11 Physical crit. chance: +12.0% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 acid Changes damage: +15% arcane / +15% acid Critical mult.: +14.00% Blunt and deadly. |
Nadurand the stralite mace (34.5-48.3 power, 5 apr) Nadurand the stralite mace (34.5-48.3 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +12 Physical crit. chance: +9.0% Changes stats: +4 Mag / +4 Wil Changes resistances: +3% physical Changes resistances penetration: +10% physical Changes damage: +11% physical Life regen: +0.20 Maximum life: +20.00 Spellpower: +10 (+1 eff.) Mental crit. chance: +2% Blunt and deadly. |
Ravenstreaker (25-35 power, 4 apr) Ravenstreaker (25-35 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +9 mind When wielded/worn: Armour penetration: +8 Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 mind Changes resistances penetration: +13% acid / +8% physical / +9% fire / +7% cold / +10% lightning Changes damage: +10% physical Critical mult.: +5.00% Mental save: +3 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
Sewerlash (13.5-18.9 power, 3 apr) Sewerlash (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10% chance to disease On weapon crit: * cripple the target Damage (Melee): +5 blight When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 8 nature Changes damage: +3% physical Disarm immunity: +24% Blunt and deadly. |
Sootserpent the dwarven-steel mace (27-37.8 power, 4 apr) Sootserpent the dwarven-steel mace (27-37.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +9 darkness Damage against: +11% Living When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 8 nature Changes resistances: +6% darkness Blunt and deadly. |
Yvegavea the dwarven-steel mace (26.5-37.1 power, 4 apr) Yvegavea the dwarven-steel mace (26.5-37.1 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 9% chance to corrode armour On weapon crit: * wounds the target reducing their healing When wielded/worn: Armour penetration: +8 Physical crit. chance: +10.0% Physical power: +8 (+2 eff.) Damage when hit (Melee): 12 mind Changes resistances: +5% arcane Changes resistances penetration: +8% acid / +10% physical Changes damage: +9% physical / +6% mind / +6% arcane Life regen: +0.90 Blunt and deadly. |
dwarven-steel mace 'Galaraleg' (26-36.4 power, 4 apr) dwarven-steel mace 'Galaraleg' (26-36.4 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +19 mind Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +4 Wil / +1 Mag Changes resistances penetration: +8% fire Spell save: +20 (+5 eff.) Global speed: +4% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
Belebeth the Taintvein (17-18.7 power, 40 apr, mind damage) Belebeth the Taintvein (17-18.7 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 natural sand should be returned to the wyrm. Base power: 17.0 - 18.7 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: * 20% chance to gain 10% of a turn Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 temporal When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness / 20 physical Changes stats: +7 Cun Changes resistances: +9% blight / +14% physical Changes resistances penetration: +5% nature / +20% physical Changes damage: +20% physical / +8% nature / +12% darkness Critical mult.: +25.00% Disease immunity: +24% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 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 35 of target armor and 17% 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. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 33 power out of 60/60) : Effective talent level: 1.0 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 48 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 13 power out of 30/30) : Effective talent level: 3.0 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 74.82 mind damage, 70.58 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 7.05 mind and 6.65 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eilinathra the pulsing mindstar (13-14.3 power, 32 apr, mind damage) Eilinathra the pulsing mindstar (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Base power: 13.0 - 14.3 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: Effects when hit in melee: * 17 arcane resource burn Damage when hit (Melee): 17 physical Changes stats: +7 Cun Changes resistances: +3% acid / +16% physical / +9% arcane Changes resistances penetration: +15% acid / +17% physical / +9% arcane Changes damage: +6% acid / +16% physical / +9% arcane Critical mult.: +17.00% Pinning immunity: +20% Stun/Freeze immunity: +15% Knockback immunity: +15% Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% cold / +8% lightning Changes damage: +8% lightning / +8% physical / +8% fire / +8% cold / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +8 (+0 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 279.96 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Neriradhewe the Flashhunger (15.5-17.05 power, 40 apr, mind damage) Neriradhewe the Flashhunger (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This natural lightning should be returned to the wyrm. Base power: 15.5 - 17.1 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: * 40% chance to disease Damage (Melee): +4 blight Burst (radius 1) on hit: +4 lightning / +4 blight When wielded/worn: Effects on melee hit: * 30% chance to daze * 10% chance to disease Damage when hit (Melee): 10 lightning / 20 fire / 16 blight Changes stats: +4 Str / +4 Dex / +2 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +22% lightning / +20% fire Changes resistances penetration: +20% lightning / +20% fire Changes damage: +20% lightning / +17% fire Life regen: +2.00 Maximum life: +40.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% 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: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+2 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 33 power out of 60/60) : Effective talent level: 1.0 Power cost: 33 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+3 eff.) Psi each turn: +1.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Voralaith the living mindstar (17.5-19.25 power, 40 apr, mind damage) Voralaith the living mindstar (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom 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: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 16% chance to corrode armour When wielded/worn: Damage when hit (Melee): 13 acid Changes stats: +1 Wil Changes resistances: +20% acid Changes resistances penetration: +20% acid Changes damage: +18% acid / +15% blight Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Life regen: +2.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Light radius: +2 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 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. |
Writhing Essence of Nightmares (15-16.5 power, 20 apr, darkness damage) Writhing Essence of Nightmares (15-16.5 power, 20 apr, darkness damage)Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 22 power out of 40/40) : Effective talent level: 2.0 Power cost: 22 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 73.84 darkness damage each turn for 6 turns, and has a 47% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
living mindstar 'Scabpall' (17.5-19.25 power, 40 apr, nature damage) living mindstar 'Scabpall' (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 17.5 - 19.3 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% Burst (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances: +6% nature Changes resistances penetration: +19% acid / +18% fire / +18% cold / +19% physical Changes damage: +30% acid / +30% physical / +9% blight / +30% fire / +29% cold Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Equilibrium when hit: +2.50 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dazzlevalor the reinforced leather sling Dazzlevalor the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to gain 10% of a turn Burst (radius 2) on crit: +2 light / +2 temporal When wielded/worn: Ammo reloads per turn: +4 Changes stats: +4 Dex / +2 Mag Changes resistances: +3% temporal Changes resistances penetration: +8% temporal / +27% physical Changes damage: +8% temporal / +9% physical Talent mastery: +0.20 Chronomancy / Bow Threading Damage Shield penetration: +50% 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. |
Glarebait GlarebaitRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 7% chance to corrode armour When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Str Changes resistances: +3% light Changes resistances penetration: +9% acid / +11% physical Changes damage: +10% physical Mental save: +6 (+2 eff.) Disease immunity: +5% Life regen: +0.90 Light radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Gloryseda the reinforced leather sling Gloryseda the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to corrode armour When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +11.0% Fatigue: -8% Effects on ranged hit: * 13 arcane resource burn Changes stats: +3 Cun / +4 Wil Changes resistances: +12% acid / +11% fire / +11% lightning / +11% cold Changes damage: +12% acid Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +9 (+3 eff.) Maximum life: +10.00 Mindpower: +10 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Lisyselaith LisyselaithRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 9% chance to corrode armour Damage (Ranged): +10 cold When wielded/worn: Armour: +10 Changes stats: +2 Str / +1 Wil / +8 Cun / +2 Con Changes resistances penetration: +10% acid / +17% physical / +12% cold Life regen: +1.70 Light radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Lustrewreck LustrewreckRequires: - 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: 125% Firing range: +7 Damage (Ranged): +5 lightning When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str Changes resistances: +3% light Changes resistances penetration: +7% physical Changes damage: +10% lightning / +3% light Light radius: +2 Damage Shield penetration: +10% Slings are used to hurl stones or metal shots at your foes. |
Nerylle NerylleRequires: - 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: 125% Firing range: +7 Damage (Ranged): +9 lightning Burst (radius 2) on crit: +2 arcane When wielded/worn: Accuracy: +2 (+0 eff.) Fatigue: -4% Changes resistances penetration: +11% physical Changes damage: +8% lightning / +20% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Skycut SkycutRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to corrode armour Burst (radius 1) on hit: +2 acid When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Changes resistances: +3% acid Changes resistances penetration: +28% physical Changes damage: +6% lightning Damage Shield penetration: +88% Slings are used to hurl stones or metal shots at your foes. |
Yveth the cured leather sling Yveth the cured leather slingRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 5% chance to daze When wielded/worn: Changes stats: +1 Str / +3 Dex / +2 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances penetration: +6% lightning / +11% physical / +5% arcane Changes damage: +9% arcane / +10% physical Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Poxworm' drakeskin leather sling 'Poxworm'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to corrode armour Damage (Ranged): +20 fire Burst (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +15 (+3 eff.) Changes resistances: +6% nature / +3% fire Changes resistances penetration: +14% acid Changes damage: +18% temporal / +22% fire Talent cooldown: Steady Shot (-1 turn) Life regen: +2.00 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Strikepiety' hardened leather sling 'Strikepiety'Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +5.0% Changes stats: +2 Str / +1 Dex Changes resistances: +9% acid / +10% fire / +10% lightning / +8% cold Changes resistances penetration: +5% lightning Spell save: +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Wretchwish' hardened leather sling 'Wretchwish'Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 6% chance to corrode armour Burst (radius 1) on hit: +2 nature / +2 temporal When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Physical power: +6 (+2 eff.) Changes stats: +3 Str Changes resistances: +3% temporal Changes resistances penetration: +8% acid / +10% nature Life regen: +1.00 Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Ivyrin' reinforced leather sling 'Ivyrin'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to gain 10% of a turn When wielded/worn: Ammo reloads per turn: +4 Changes stats: +7 Cun / +5 Mag Changes resistances penetration: +9% temporal / +55% physical Changes damage: +21% temporal / +33% physical Talent mastery: +0.20 Chronomancy / Bow Threading Critical mult.: +15.00% Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Resist all after a teleport: +6% New effects duration reduction after a teleport: +20% 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. |
Aerudig the Blazelore (30-36 power, 6 apr, temporal element) Aerudig the Blazelore (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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% Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 12 light Changes resistances: +15% acid Maximum wards: +3 temporal Changes damage: +9% acid / +30% temporal Talents granted: +4 Ward +1 Command Staff Reduces incoming crit damage: 15.00% Mana each turn: +0.40 Maximum mana: +95.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
Amitir (25-30 power, 5 apr, cold element) Amitir (25-30 power, 5 apr, cold element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 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: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +11 (+3 eff.) Defense: +11 (+2 eff.) Effects on melee hit: * 17% chance to blind Changes stats: +4 Cun / +7 Con Changes resistances: +3% light Changes damage: +25% cold Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +11.00% Reduces incoming crit damage: 10.00% Life regen: +1.30 Spellpower: +26 (+3 eff.) Spell crit. chance: +8% Light radius: +4 See invisible: +3 Healing mod.: +24% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 228.28 light damage. Staves designed for wielders of magic, by the greats of the art. |
Ashborn the dragonbone magestaff (30-36 power, 6 apr, arcane element) Ashborn the dragonbone magestaff (30-36 power, 6 apr, arcane 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: 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% Damage (Melee): +12 fire Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +28.0% Armour: +7 Defense: +8 (+1 eff.) Damage (Melee): 42 arcane Damage when hit (Melee): 8 fire Changes resistances: +3% fire Maximum wards: +2 arcane Changes resistances penetration: +15% lightning / +5% fire Changes damage: +30% arcane / +9% lightning Talents granted: +5 Ward +1 Command Staff Critical mult.: +18.00% Maximum mana: +120.00 Spellpower: +23 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Belukalthosus (41-49.2 power, 6 apr, blight element) Belukalthosus (41-49.2 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 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 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +10% blight Changes damage: +41% blight Talent granted: +1 Command Staff Physical save: +15 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +14 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +20 (+2 eff.) Spell crit. chance: +16% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
Ce'Nonn the ash starstaff (15-18 power, 3 apr, darkness element) Ce'Nonn the ash starstaff (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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% When wielded/worn: Armour: +3 Armour Hardiness: +3% Fatigue: -4% Changes resistances penetration: +10% acid Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Daimaroddathad the elven-wood starstaff (25-30 power, 5 apr, darkness element) Daimaroddathad the elven-wood starstaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 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% Burst (radius 1) on hit: +12 temporal When wielded/worn: Effects on melee hit: * 20% chance to disease Damage (Melee): 31 fire Changes stats: +5 Mag / +2 Wil Changes resistances penetration: +10% temporal Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +69.00 Spellpower: +31 (+3 eff.) Spell crit. chance: +7% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
Dairotoromidir (24-28.8 power, 4 apr, darkness element) Dairotoromidir (24-28.8 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 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% Damage (Melee): +8 mind When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 25 arcane Changes resistances: +6% blight / +3% mind Changes damage: +24% darkness / +3% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +43.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 49.59 to 59.50 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Ebonyhacker the yew magestaff (22-26.4 power, 4 apr, arcane element) Ebonyhacker the yew magestaff (22-26.4 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4 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% Damage (Melee): +8 acid Burst (radius 1) on hit: +4 acid When wielded/worn: Physical crit. chance: +6.0% Damage (Melee): 24 arcane Changes resistances: +9% darkness Changes resistances penetration: +5% acid Changes damage: +22% arcane Talent granted: +1 Command Staff Maximum mana: +57.00 Spellpower: +27 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Eclipse (18-21.6 power, 4 apr, darkness element) Eclipse (18-21.6 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% 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: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Eilinawen the Sootbutcher (25-30 power, 5 apr, acid element) Eilinawen the Sootbutcher (25-30 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 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% Damage (Melee): +8 darkness / +4 arcane Burst (radius 2) on crit: +12 arcane When wielded/worn: Effects on melee hit: * 15% chance to disease Changes resistances penetration: +5% darkness Changes damage: +25% acid Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum vim: +34.00 Spellpower: +20 (+2 eff.) Spell crit. chance: +17% It can be used to conjure elemental energy in a radius 8 cone, dealing 50.23 to 60.28 acid damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Elenedas the ash starstaff (15-18 power, 3 apr, darkness element) Elenedas the ash starstaff (15-18 power, 3 apr, darkness 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: 15.0 - 18.0 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% When wielded/worn: Physical crit. chance: +14.0% Changes stats: +1 Wil Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +28.00% Psi when hit: +0.04 Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Flashstreaker (18-21.6 power, 3 apr, blight element) Flashstreaker (18-21.6 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 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: * 40% chance to blind Damage (Melee): +8 blight When wielded/worn: Changes damage: +18% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Glorolrarin (15-18 power, 3 apr, acid element) Glorolrarin (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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% When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Maximum wards: +2 acid Changes damage: +15% acid Talents granted: +1 Ward +1 Command Staff Cut immunity: +10% Silence immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +5% Spellpower: +6 (+1 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
Goryrakhad the dragonbone vilestaff (30-36 power, 6 apr, acid element) Goryrakhad the dragonbone vilestaff (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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% When wielded/worn: Armour: +18 Armour Hardiness: +12% Defense: +14 (+2 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight / +2% physical / +12% cold Maximum wards: +3 acid Changes damage: +30% acid Talents granted: +5 Ward +1 Command Staff Physical save: +12 (+4 eff.) Spell save: +29 (+7 eff.) Vim when firing critical spell: +6.00 Maximum vim: +39.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
Guramina the Willowtrial (15-18 power, 3 apr, fire element) Guramina the Willowtrial (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes damage: +3% nature / +15% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+1 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 280.58 physical damage to all targets in line, and inflicting bleeding for another 140.29 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Lavabutcher (25-30 power, 5 apr, cold element) Lavabutcher (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 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% Damage (Melee): +8 fire Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 nature When wielded/worn: Physical crit. chance: +12.0% Defense: +22 (+4 eff.) Effects on melee hit: * Slows global speed by 30% * 20% chance to gain 10% of a turn Damage (Melee): 39 arcane / 11 % chance of confusion Changes resistances: +12% temporal Changes damage: +25% cold / +3% temporal / +3% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Spellpower: +28 (+3 eff.) Spell crit. chance: +4% Damage Shield penetration: +42% Staves designed for wielders of magic, by the greats of the art. |
Leleran the dragonbone starstaff (30-36 power, 6 apr, lightning element) Leleran the dragonbone starstaff (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 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% When wielded/worn: Changes stats: +3 Dex / +1 Mag Changes resistances: +6% nature / +3% light Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Confusion immunity: +10% Knockback immunity: +20% Spellpower: +29 (+3 eff.) Spell crit. chance: +5% See invisible: +3 Staves designed for wielders of magic, by the greats of the art. |
Lelodar the ash magestaff (15-18 power, 3 apr, light element) Lelodar the ash magestaff (15-18 power, 3 apr, light element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 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% When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +11.0% Physical power: +5 (+2 eff.) Defense: +7 (+1 eff.) Effects on melee hit: * 9% chance to blind Changes resistances: +3% light / +9% cold Changes damage: +15% light Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +11 (+1 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 228.28 light damage. Staves designed for wielders of magic, by the greats of the art. |
Lisonne the Smearsmasher (15-18 power, 3 apr, acid element) Lisonne the Smearsmasher (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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 corrode armour Damage (Melee): +4 acid When wielded/worn: Armour: +2 Armour Hardiness: +4% Defense: +6 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes resistances penetration: +5% acid Changes damage: +15% acid / +15% darkness / +15% blight / +15% fire / +6% nature Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 228.28 light damage. Staves designed for wielders of magic, by the greats of the art. |
Manogund the Abyssrot (15-18 power, 3 apr, physical element) Manogund the Abyssrot (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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% Burst (radius 1) on hit: +4 arcane When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Maximum wards: +3 physical Changes resistances penetration: +5% fire Changes damage: +15% physical Talents granted: +2 Ward +1 Command Staff Spellpower: +8 (+1 eff.) Spell crit. chance: +11% It can be used to project a bolt elemental energy from the staff (to range 7) dealing 43.04 to 51.65 physical damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Mayanne the Cinderobsidian (15-18 power, 3 apr, lightning element) Mayanne the Cinderobsidian (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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% Damage (Melee): +8 nature / +12 fire When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% fire Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.20 Maximum mana: +78.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Radhudor the Dawnsteel (25-30 power, 5 apr, fire element) Radhudor the Dawnsteel (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% On weapon hit: * 40% chance to blind Damage (Melee): +8 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Mag / +3 Cun / +4 Con Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +31.00% Vim when firing critical spell: +5.00 Maximum vim: +36.00 Maximum neg.energy: +32.00 Spellpower: +18 (+2 eff.) Spell crit. chance: +11% It can be used to unleash an elemental blastwave, dealing 50.23 to 60.28 fire damage in a radius 5 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+3 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Splendourtorrent (30-36 power, 6 apr, darkness element) Splendourtorrent (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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% When wielded/worn: Effects on melee hit: * 20% chance to disease Damage (Melee): 35 fire Changes stats: +10 Mag / +9 Cun / +10 Con Changes resistances: +6% physical Changes resistances penetration: +15% light Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +65.00% Life regen: +0.60 Vim when firing critical spell: +14.00 Maximum vim: +86.00 Maximum neg.energy: +44.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Mindpower: +4 (+0 eff.) See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
Vipershaper (20-24 power, 4 apr, fire element) Vipershaper (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: * 40% chance to gain 10% of a turn Burst (radius 1) on hit: +4 nature When wielded/worn: Defense: +8 (+1 eff.) Effects on melee hit: * 13% chance to blind Changes stats: +5 Con Changes damage: +20% fire / +6% nature / +6% temporal Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +14 (+1 eff.) Spell crit. chance: +11% Light radius: +4 Healing mod.: +15% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 228.28 light damage. Staves designed for wielders of magic, by the greats of the art. |
Weepobsidian (20-24 power, 4 apr, lightning element) Weepobsidian (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: * Slows global speed by 40% Burst (radius 1) on hit: +4 nature When wielded/worn: Armour: +13 Defense: +15 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 20 fire Damage when hit (Melee): 12 temporal Maximum wards: +3 lightning Changes damage: +20% lightning Talents granted: +5 Ward +1 Command Staff Critical mult.: +24.00% Spellpower: +14 (+1 eff.) Spell crit. chance: +3% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Isloriaba' (17-20.4 power, 3 apr, cold element) ash magestaff 'Isloriaba' (17-20.4 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 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% When wielded/worn: Changes stats: +1 Wil Changes damage: +6% mind / +17% cold Talent granted: +1 Command Staff Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +30.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Skyquick' (18-21.6 power, 3 apr, temporal element) ash starstaff 'Skyquick' (18-21.6 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 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% When wielded/worn: Damage (Melee): 17 fire Damage when hit (Melee): 8 lightning / 8 acid Changes damage: +3% lightning / +18% temporal Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +12 (+1 eff.) Spell crit. chance: +2% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Voryvena' (15-18 power, 3 apr, physical element) ash starstaff 'Voryvena' (15-18 power, 3 apr, physical element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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% When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes stats: +7 Con Changes damage: +15% physical Talent granted: +1 Command Staff Spell save: +15 (+4 eff.) Life regen: +1.20 Spellpower: +13 (+1 eff.) Spell crit. chance: +2% Light radius: +2 Healing mod.: +27% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 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 169.51 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Xanowen' (15-18 power, 3 apr, fire element) ash vilestaff 'Xanowen' (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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% When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +2 Mag / +3 Cun / +1 Con Maximum wards: +2 fire Changes resistances penetration: +10% temporal Changes damage: +15% fire Talents granted: +1 Ward +1 Command Staff Critical mult.: +17.00% Vim when firing critical spell: +3.00 Maximum vim: +21.00 Maximum neg.energy: +20.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Emoriassra' (30-36 power, 6 apr, lightning element) dragonbone magestaff 'Emoriassra' (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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% When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +6 Defense: +7 (+1 eff.) Fatigue: -4% Changes stats: +2 Dex / +1 Wil Maximum wards: +2 lightning / +2 cold / +2 arcane / +2 fire Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Grants telepathy: Dragon Talents granted: +4 Ward +1 Command Staff Physical save: +3 (+1 eff.) Maximum life: +20.00 Spellpower: +26 (+3 eff.) Spell crit. chance: +10% It can be used to unleash an elemental blastwave, dealing 53.29 to 63.95 lightning damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Glimmerwire' (30-36 power, 6 apr, blight element) dragonbone magestaff 'Glimmerwire' (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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% Burst (radius 2) on crit: +8 light When wielded/worn: Changes stats: +1 Str / +1 Cun / +10 Con Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +30% blight Grants telepathy: Dragon Talent granted: +1 Command Staff Life regen: +2.80 Spellpower: +29 (+3 eff.) Spell crit. chance: +16% Healing mod.: +44% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Anykath' (30-36 power, 6 apr, physical element) dragonbone starstaff 'Anykath' (30-36 power, 6 apr, physical 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: 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% When wielded/worn: Physical crit. chance: +11.0% Armour: +12 Armour Hardiness: +9% Damage when hit (Melee): 8 acid / 4 blight Changes resistances: +6% mind / +6% acid Changes resistances penetration: +5% arcane / +15% physical Changes damage: +15% arcane / +30% physical Talent granted: +1 Command Staff Critical mult.: +18.00% Physical save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Aruroddagochak' (42-50.4 power, 9 apr, physical element) dragonbone starstaff 'Aruroddagochak' (42-50.4 power, 9 apr, physical 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: +9 Physical crit. chance: +11.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Physical power: +8 (+2 eff.) Changes stats: +1 Str Changes damage: +3% mind / +42% physical Talent granted: +1 Command Staff Critical mult.: +29.00% Mana each turn: +0.29 Spellpower: +38 (+4 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Faladuthad' (30-36 power, 6 apr, darkness element) dragonbone vilestaff 'Faladuthad' (30-36 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 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% When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +10.0% Physical power: +15 (+4 eff.) Changes stats: +1 Cun / +3 Mag Changes resistances: +15% darkness Changes damage: +30% darkness / +15% blight Talent granted: +1 Command Staff Critical mult.: +17.00% Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Maximum vim: +10.00 Spellpower: +24 (+2 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Runalen' (25-30 power, 5 apr, cold element) elven-wood magestaff 'Runalen' (25-30 power, 5 apr, cold element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 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% On weapon hit: * Slows global speed by 40% When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +12.0% Physical power: +9 (+2 eff.) Changes stats: +4 Con Changes resistances: +6% acid Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +25.00% Stun/Freeze immunity: +10% Knockback immunity: +15% Life regen: +0.80 Spellpower: +27 (+3 eff.) Spell crit. chance: +7% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Emikira' (28-33.6 power, 4 apr, physical element) yew starstaff 'Emikira' (28-33.6 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 28.0 - 33.6 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: Physical crit. chance: +10.0% Changes stats: +2 Wil Changes damage: +9% acid / +28% physical / +9% mind Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.18 Maximum mana: +42.00 Spellpower: +13 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 44 power out of 80/80) : Effective talent level: 1.0 Power cost: 44 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 39.51 cold damage and 39.51 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Aerena the Sulfurhue (19.5-27.3 power, 4 apr) Aerena the Sulfurhue (19.5-27.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * Slows global speed by 20% * Random elemental explosion Damage (Melee): +8 darkness Damage against: +10% Living When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +3 Dex Changes resistances: +12% nature Changes resistances penetration: +10% acid / +7% fire / +9% lightning / +8% cold Changes damage: +9% nature One-handed war axes. |
Arthyromidil (29.5-41.3 power, 4 apr) Arthyromidil (29.5-41.3 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Damage when hit (Melee): 16 blight Changes stats: +2 Wil / +1 Con Changes resistances penetration: +5% physical Changes damage: +7% physical One-handed war axes. |
Ashlace (39-54.6 power, 8 apr) Ashlace (39-54.6 power, 8 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 37% chance to disease Damage Shield penetration (this weapon only): +40% Damage (Melee): +30 blight When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Changes stats: +2 Dex Changes resistances penetration: +10% acid Changes damage: +6% fire Critical mult.: +20.00% Disease immunity: +59% Maximum stamina: +20.00 One-handed war axes. |
Blindresolve the dwarven-steel waraxe (20-28 power, 4 apr) Blindresolve the dwarven-steel waraxe (20-28 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +13 mind Burst (radius 2) on crit: +14 fire When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +10% arcane / +11% fire Grants telepathy: Dragon Humanoid/Orc Mental save: +3 (+1 eff.) Equilibrium when hit: +0.16 Global speed: +4% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Chargerace the stralite waraxe (40.5-56.7 power, 5 apr) Chargerace the stralite waraxe (40.5-56.7 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +12 mind Burst (radius 2) on crit: +4 lightning When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% temporal Changes resistances penetration: +11% mind / +11% darkness Changes damage: +6% temporal Psi when hit: +0.08 Mindpower: +6 (+0 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Duathelpunish (20.5-28.7 power, 4 apr) Duathelpunish (20.5-28.7 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes resistances: +9% lightning / +3% cold Changes resistances penetration: +11% acid / +11% fire / +7% lightning / +11% cold Reduces incoming crit damage: 15.00% One-handed war axes. |
Earunariyon the dwarven-steel waraxe (18-25.2 power, 4 apr) Earunariyon the dwarven-steel waraxe (18-25.2 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 30 arcane resource burn * Slows global speed by 10% * leeches stamina from the target On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Fatigue: -2% Damage when hit (Melee): 8 nature slow Changes stats: +3 Dex Changes resistances: +6% temporal One-handed war axes. |
Elenydin the voratun waraxe (39.5-55.3 power, 6 apr) Elenydin the voratun waraxe (39.5-55.3 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 25% chance to remove a magical effect Damage (Melee): +20 temporal / +38 nature When wielded/worn: Armour penetration: +15 Changes stats: +1 Dex / +1 Mag / +1 Wil Changes resistances: +9% nature / +9% fire Changes resistances penetration: +15% physical Changes damage: +15% physical Reduces incoming crit damage: 15.00% One-handed war axes. |
Emetha (19.5-27.3 power, 4 apr) Emetha (19.5-27.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to disease * Random elemental explosion Damage (Melee): +9 blight When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Wil / +3 Con Changes resistances penetration: +12% acid / +8% physical / +10% fire / +9% cold / +11% lightning Mental save: +18 (+6 eff.) Disarm immunity: +10% One-handed war axes. |
Emomima the Spiderripper (32.5-45.5 power, 5 apr) Emomima the Spiderripper (32.5-45.5 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Defense: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 13 temporal Changes resistances: +6% nature / +13% temporal Changes resistances penetration: +10% physical Changes damage: +10% physical Disarm immunity: +39% Equilibrium when hit: +0.08 Maximum hate: +2.00 Mental crit. chance: +4% One-handed war axes. |
Falarion (32-44.8 power, 5 apr) Falarion (32-44.8 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +39 insidious poison When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% Physical save: +20 (+6 eff.) Mental save: +6 (+2 eff.) Knockback immunity: +5% Only die when reaching: -40.00 life One-handed war axes. |
Flashwitch the stralite waraxe (31-43.4 power, 5 apr) Flashwitch the stralite waraxe (31-43.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +8 mind / +21 cold Burst (radius 1) on hit: +10 fire Burst (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +9 Changes resistances: +3% lightning Changes resistances penetration: +5% lightning / +6% physical Changes damage: +9% physical One-handed war axes. |
Grinatogorn (18.5-25.9 power, 4 apr) Grinatogorn (18.5-25.9 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +12 mind When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Fatigue: -8% Changes stats: +3 Wil / +3 Cun / +1 Con Changes resistances penetration: +8% physical Critical mult.: +6.00% Disarm immunity: +13% One-handed war axes. |
Hettagund (28-39.2 power, 4 apr) Hettagund (28-39.2 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 18 arcane resource burn On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +8.0% Physical power: +5 (+2 eff.) Critical mult.: +10.00% Spell save: +10 (+3 eff.) Maximum hate: +4.00 One-handed war axes. |
Islulle (19.5-27.3 power, 4 apr) Islulle (19.5-27.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 mind Burst (radius 1) on hit: +9 fire Burst (radius 2) on crit: +12 mind / +4 temporal When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Con Changes resistances: +3% mind Changes resistances penetration: +5% physical Disarm immunity: +13% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Nugogadar the Skyqueen (21.5-30.1 power, 4 apr) Nugogadar the Skyqueen (21.5-30.1 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 111% Damage (Melee): +8 lightning / +5 cold Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +5 Dex Changes resistances: +5% arcane Changes damage: +6% arcane / +9% lightning One-handed war axes. |
Shadewitch the dwarven-steel waraxe (25.5-35.7 power, 4 apr) Shadewitch the dwarven-steel waraxe (25.5-35.7 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +11 mind Burst (radius 1) on hit: +4 temporal When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +3 Cun / +3 Wil Changes resistances: +3% temporal Changes resistances penetration: +5% darkness Changes damage: +9% temporal One-handed war axes. |
Yvilaith the Cystquench (20.5-28.7 power, 4 apr) Yvilaith the Cystquench (20.5-28.7 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance to remove a magical effect On weapon crit: * wounds the target reducing their healing Damage (Melee): +21 insidious poison / +16 nature When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 8 fire Changes resistances: +3% fire One-handed war axes. |
Yvynne (10.5-14.7 power, 3 apr) Yvynne (10.5-14.7 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 mind / +18 insidious poison When wielded/worn: Changes stats: +2 Con Maximum stamina: +5.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
dwarven-steel waraxe 'Belolratta' (21-29.4 power, 4 apr) dwarven-steel waraxe 'Belolratta' (21-29.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to inflict damage reduction * 25% chance for lightning to arc to a second target * 20% chance to curse the target Damage (Melee): +9 lightning When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 12 blight Changes resistances penetration: +8% physical Changes damage: +9% physical Critical mult.: +10.00% Spell save: +25 (+6 eff.) Spellpower: +2 (+0 eff.) One-handed war axes. |
dwarven-steel waraxe 'Emamivena' (20-28 power, 4 apr) dwarven-steel waraxe 'Emamivena' (20-28 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +8 lightning Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +1 Con Changes resistances penetration: +5% temporal / +8% physical Disarm immunity: +18% One-handed war axes. |
dwarven-steel waraxe 'Halyblek' (25-35 power, 4 apr) dwarven-steel waraxe 'Halyblek' (25-35 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +20% Damage (Melee): +10 lightning / +16 blight Burst (radius 1) on hit: +7 fire When wielded/worn: Mana each turn: +0.12 Maximum mana: +20.00 Maximum vim: +20.00 One-handed war axes. |
dwarven-steel waraxe 'Shadowbringer' (21-29.4 power, 4 apr) dwarven-steel waraxe 'Shadowbringer' (21-29.4 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 nature / +8 temporal When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +3 Str / +2 Mag Changes resistances: +3% darkness Changes damage: +9% physical Critical mult.: +14.00% Stamina when hit: +1.40 One-handed war axes. |
dwarven-steel waraxe 'Vilepeal' (19-26.6 power, 4 apr) dwarven-steel waraxe 'Vilepeal' (19-26.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 cold When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +10% arcane / +7% physical Changes damage: +7% physical One-handed war axes. |
steel waraxe 'Cracklesting' (11.5-16.1 power, 3 apr) steel waraxe 'Cracklesting' (11.5-16.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +5 lightning / +8 acid Burst (radius 1) on hit: +12 blight When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 8 lightning Changes damage: +12% lightning Disarm immunity: +25% One-handed war axes. |
steel waraxe 'Gunirodir' (13.5-18.9 power, 3 apr) steel waraxe 'Gunirodir' (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +4 arcane Burst (radius 1) on hit: +4 mind / +8 fire When wielded/worn: Physical crit. chance: +7.0% One-handed war axes. |
steel waraxe 'Sunstrider' (13-18.2 power, 3 apr) steel waraxe 'Sunstrider' (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature / +26 insidious poison Burst (radius 2) on crit: +4 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% fire One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+1 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Fulosin (2 def, 0 armour) Fulosin (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +6 Wil Changes resistances: +11% darkness Changes resistances penetration: +8% darkness Changes damage: +10% darkness Stealth bonus: +8 Spell save: +8 (+2 eff.) Mental save: +7 (+3 eff.) Mana each turn: +0.12 Maximum mana: +20.00 Maximum vim: +20.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getedurand the cashmere cloak (2 def, 0 armour) Getedurand the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +5 Dex / +2 Mag / +4 Wil / +2 Cun / +3 Con Changes resistances: +3% blight Changes resistances penetration: +10% arcane Talent mastery: +0.30 Technique / Combat training Spell save: +3 (+1 eff.) Stamina each turn: +0.90 Mana each turn: -0.35 Mana when firing critical spell: +4.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Heatnaught the cashmere cloak (2 def, 0 armour) Heatnaught the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Changes resistances: +14% darkness / +6% fire Changes resistances penetration: +9% darkness / +5% fire Changes damage: +15% fire / +10% darkness / +6% arcane Stealth bonus: +5 Physical save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vipersweep (3 def, 0 armour) Vipersweep (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +14 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 blight Changes stats: +2 Dex / +14 Mag / +10 Wil Changes resistances: +3% nature Critical mult.: +28.00% Reduces incoming crit damage: 15.00% Stealth bonus: +15 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvarevea the elven-silk cloak (3 def, 0 armour) Yvarevea the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +3 Dex / +8 Con Changes resistances: +9% blight Changes resistances penetration: +10% arcane Changes damage: +6% blight Talent mastery: +0.30 Technique / Combat training Spell save: -17 (-4 eff.) Stamina each turn: +1.00 Mana each turn: -0.37 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvida (18 def, 0 armour) Yvida (18 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +4 Wil Changes resistances: +17% nature / +20% blight Changes damage: +6% arcane Physical save: +14 (+4 eff.) Mental save: +12 (+4 eff.) Life regen: +2.80 Mana each turn: +0.08 Spellpower: +14 (+1 eff.) Spell crit. chance: +4% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dimsteel' (2 def, 0 armour) cashmere cloak 'Dimsteel' (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Mag / +3 Wil / +2 Con Changes resistances: +24% darkness Changes resistances penetration: +7% darkness / +10% arcane Changes damage: +11% darkness / +5% arcane Critical mult.: +16.00% Stealth bonus: +6 Mental save: +7 (+3 eff.) Maximum mana: +28.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Dimvault' (3 def, 26 armour) elven-silk cloak 'Dimvault' (3 def, 26 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +26 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 darkness / 12 fire Changes stats: +4 Str / +4 Con Changes resistances: +6% blight / +60% cold Changes resistances penetration: +5% fire Changes damage: +9% darkness / +9% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Shadewrack' (12 def, 0 armour) elven-silk cloak 'Shadewrack' (12 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 16 darkness Changes stats: +1 Dex / +5 Wil / +9 Cun Changes resistances: +25% light / +20% fire Changes resistances penetration: +5% darkness Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +15 Physical save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -50.00 life Mental crit. chance: +8% Light 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. |
Bethaldanor (2 def, 0 armour) Bethaldanor (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% acid / +30% mind / +12% darkness / +19% nature Changes resistances penetration: +5% arcane Changes damage: +13% acid / +13% nature / +9% mind Physical save: +13 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +22 (+8 eff.) 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. |
Dimfist the woollen robe (0 def, 0 armour) Dimfist the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% darkness / +16% light Changes resistances penetration: +5% darkness / +5% temporal Changes damage: +18% darkness / +11% light Mental save: +17 (+6 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eclipsetrencher (5 def, 0 armour) Eclipsetrencher (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 47% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes stats: +11 Cun Changes resistances penetration: +10% darkness Changes damage: +44% darkness / +12% fire / +40% light / +20% all Spellpower: +40 (+4 eff.) Spell crit. chance: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fireveil the woollen robe (0 def, 0 armour) Fireveil the woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +9% acid / +3% fire / +11% temporal Changes damage: +12% arcane / +11% temporal Spell save: +17 (+5 eff.) Poison immunity: +5% Maximum mana: +10.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewaker the cashmere robe (2 def, 0 armour) Firewaker the cashmere robe (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 blight / 12 fire Changes stats: +5 Str / +5 Mag / +4 Wil / +3 Cun Changes resistances: +6% lightning / +8% cold / +12% mind Changes damage: +5% lightning / +8% physical / +8% cold / +12% mind / +9% fire Critical mult.: +11.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fogqueller the woollen robe (0 def, 0 armour) Fogqueller the woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% acid / +11% physical / +22% blight / +11% cold / +3% lightning / +11% fire Changes resistances penetration: +10% darkness Changes damage: +5% acid / +6% physical / +22% blight / +6% cold / +6% fire Talent cooldown: Refit Golem (-3 turns) Physical save: +6 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gurialaith the cashmere robe (2 def, 0 armour) Gurialaith the cashmere robe (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Dex / +1 Wil / +1 Con Changes resistances: +18% nature / +19% fire Changes resistances penetration: +20% temporal Changes damage: +13% fire / +12% nature / +6% temporal Spell save: +23 (+6 eff.) Spellpower: +4 (+0 eff.) Spell crit. chance: +4% See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Huredunafast (5 def, 0 armour) Huredunafast (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +16 Cun / +10 Con Changes resistances: +22% physical Changes damage: +20% nature / +20% physical Critical mult.: +19.00% Poison immunity: +49% Disease immunity: +42% Pinning immunity: +10% Teleport immunity: +20% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Islylrada the Ebonystoker (5 def, 0 armour) Islylrada the Ebonystoker (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +4 Dex / +2 Wil / +2 Con Changes resistances: +16% blight / +22% acid Changes resistances penetration: +20% mind Changes damage: +15% acid / +20% mind Life regen: +6.00 Psi each turn: +0.64 Maximum life: +100.00 Maximum psi: +40.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +4% Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ivynn the Blastwedge (10 def, 5 armour) Ivynn the Blastwedge (10 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +7 Str / +8 Mag / +8 Wil Changes resistances: +21% lightning / +12% temporal / +30% darkness / +15% cold / +29% mind Changes damage: +20% lightning / +15% physical / +16% cold Physical save: +44 (+14 eff.) Spell save: +20 (+5 eff.) Mental save: +40 (+14 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Manegorn (2 def, 0 armour) Manegorn (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +5 Con Changes resistances: +6% blight / +1% physical / +16% lightning Changes damage: +11% lightning / +10% nature Critical mult.: +6.00% Poison immunity: +29% Disease immunity: +27% Life regen: +1.80 Maximum life: +48.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Oluremnir (2 def, 0 armour) Oluremnir (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +2 (+0 eff.) Changes stats: +2 Str / +4 Mag / +4 Cun Changes resistances: +13% blight Changes resistances penetration: +8% temporal / +8% physical Changes damage: +13% blight / +9% temporal / +9% physical Critical mult.: +12.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+0 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Silywyn the woollen robe (0 def, 0 armour) Silywyn the woollen robe (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 4 arcane resource burn Changes resistances: +12% mind / +18% nature Changes damage: +12% mind / +12% nature Grants telepathy: Dragon Critical mult.: +10.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+2 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Urthedig the Sepsiswind (3 def, 0 armour) Urthedig the Sepsiswind (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances: +36% lightning / +7% darkness / +10% cold / +8% blight / +9% fire / +24% nature / +8% light Changes damage: +26% nature / +18% lightning Physical save: +14 (+4 eff.) Spell save: +24 (+6 eff.) Mental save: +14 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cashmere robe 'Yvywyn' (2 def, 0 armour) cashmere robe 'Yvywyn' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 mind Changes stats: +3 Cun Changes resistances: +18% light / +3% blight Changes resistances penetration: +20% mind Changes damage: +8% darkness / +13% arcane / +19% light Maximum mana: +28.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Dagusin' (5 def, 0 armour) elven-silk robe 'Dagusin' (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Str / +6 Mag / +6 Wil Changes resistances: +20% acid / +19% physical / +20% cold / +20% temporal / +20% fire Changes damage: +15% acid / +24% physical / +15% cold / +20% temporal / +15% fire Talent cooldown: Refit Golem (-5 turns) Silence immunity: +50% Stamina each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +7 Maximum life: +40.00 Spellpower: +20 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Berab' (0 def, 0 armour) woollen robe 'Berab' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +15% acid / +16% fire / +16% cold Changes damage: +10% acid / +11% fire / +11% cold Maximum vim: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armalen the pair of voratun boots (35 def, 5 armour) Armalen the pair of voratun boots (35 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +5 Defense: +35 (+6 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -2% Changes resistances: +18% temporal Physical save: +3 (+1 eff.) Stamina each turn: +1.70 Maximum stamina: +40.00 It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 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 33% chance to completely evade them and granting you 28 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bamanarithad (0 def, 15 armour) Bamanarithad (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +15 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun / +6 Con Changes resistances: +15% acid / +15% temporal / +3% light / +14% fire / +14% cold / +29% lightning Critical mult.: +9.00% Reduces incoming crit damage: 15.00% Physical save: +25 (+8 eff.) Mental save: +25 (+9 eff.) Only die when reaching: -40.00 life Maximum stamina: +5.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrorelaith the pair of hardened leather boots (0 def, 3 armour) Cyrorelaith the pair of hardened leather boots (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +3% Changes stats: +1 Con Changes resistances: +10% lightning / +7% temporal / +6% blight / +8% fire / +9% cold Maximum encumbrance: +10 Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -80.00 life Healing mod.: +10% A pair of boots made of leather. |
Murkkin (0 def, 5 armour) Murkkin (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 15% * 35% chance to disease Damage when hit (Melee): 8 blight / 4 nature Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +14% fire / +15% cold Changes resistances penetration: +10% nature Changes damage: +9% nature / +6% fire It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 4.8 Power cost: 14 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Salolrawen (0 def, 12 armour) Salolrawen (0 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Changes stats: +4 Str / +3 Con Changes resistances: +6% blight / +6% nature / +6% light Spell save: +20 (+5 eff.) Pinning immunity: +5% Stun/Freeze immunity: +10% Life regen: +3.40 Infravision radius: +2 Healing mod.: +20% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.2 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Zerorin the pair of hardened leather boots (0 def, 3 armour) Zerorin the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +11 Lck / +6 Dex Changes resistances: +3% temporal Changes resistances penetration: +10% mind / +5% temporal Changes damage: +9% mind Stealth bonus: +11 Physical save: +10 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Mindpower: +10 (+1 eff.) Movement speed: +20% A pair of boots made of leather. |
pair of drakeskin leather boots 'Ebonywaker' (0 def, 15 armour) pair of drakeskin leather boots 'Ebonywaker' (0 def, 15 armour)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: +15 Fatigue: +5% Effects on melee hit: * 15% chance to blind * 15% chance to inflict damage reduction Changes stats: +6 Con / +6 Wil Changes resistances: +28% lightning / +15% temporal / +15% cold / +15% fire / +14% acid Changes resistances penetration: +5% darkness / +8% physical Changes damage: +6% light / +24% lightning Mindpower: +9 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Blackbile the dwarven-steel gauntlets (0 def, 2 armour) Blackbile the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+3 eff.) Armour: +2 Damage (Melee): 10 blight Damage when hit (Melee): 20 mind Changes stats: +4 Str Changes resistances: +7% blight Changes resistances penetration: +10% mind Changes damage: +6% blight Critical mult.: +10.00% Spell crit. chance: +14% Mental crit. chance: +9% Metal gloves protecting the hands up to the middle of the lower arm. |
Blackglean (0 def, 6 armour) Blackglean (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Damage when hit (Melee): 4 darkness Changes resistances: +6% darkness Critical mult.: +8.00% Mental save: +5 (+2 eff.) Life regen: +1.70 Stamina each turn: +0.80 Maximum life: +54.00 Maximum stamina: +17.00 Spell crit. chance: +8% Mental crit. chance: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Gloruwyn (0 def, 6 armour) Gloruwyn (0 def, 6 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: Armour: +6 Damage (Melee): 6 mind Changes stats: +2 Mag Changes resistances: +5% mind Changes damage: +6% mind / +4% arcane Mental save: +7 (+3 eff.) Maximum life: +43.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Porelratha the dwarven-steel gauntlets (0 def, 11 armour) Porelratha the dwarven-steel gauntlets (0 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +11 Armour Hardiness: +8% Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 15 mind / 12 darkness / 6 light Damage when hit (Melee): 16 mind Changes stats: +8 Con Changes resistances: +9% light / +6% physical Changes damage: +3% light / +3% mind Mental save: -12 (-4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +5 (+0 eff.) Damage Shield penetration: +20% It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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. |
Prismumbra (0 def, 3 armour) Prismumbra (0 def, 3 armour)Requires: - Talent Armour Training 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: +10 (+2 eff.) Armour penetration: +18 Armour: +3 Changes stats: +9 Cun / +9 Dex Changes resistances penetration: +10% physical Changes damage: +12% light Physical save: +6 (+2 eff.) Life regen: +9.10 Stamina each turn: +3.10 Psi each turn: +0.36 Maximum stamina: +38.00 Infravision radius: +3 See invisible: +3 It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Unlightjeer the voratun gauntlets (0 def, 3 armour) Unlightjeer the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Physical power: +20 (+5 eff.) Armour: +3 Changes stats: +8 Str / +6 Dex Changes damage: +6% arcane Grants telepathy: Dragon Demon/Major Demon/Minor Mana each turn: +0.33 Spellpower: +14 (+1 eff.) Spell crit. chance: +9% Infravision radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Blazetaint' (0 def, 2 armour) dwarven-steel gauntlets 'Blazetaint' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Effects on melee hit: * 40% chance to daze Damage (Melee): 16 acid Changes stats: +3 Cun Changes resistances: +9% darkness / +14% acid Changes damage: +9% acid Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Layyda' (0 def, 2 armour) dwarven-steel gauntlets 'Layyda' (0 def, 2 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 3 When wielded/worn: Armour: +2 Damage (Melee): 10 blight Changes stats: +3 Str / +4 Con Changes resistances: +6% blight Changes resistances penetration: +15% mind Changes damage: +5% blight Reduces incoming crit damage: 5.00% Physical save: +12 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +31% Life regen: +2.80 Stamina each turn: +1.30 Hate when firing a critical mind attack: +2.00 Maximum stamina: +27.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Blazeglory' (0 def, 3 armour) voratun gauntlets 'Blazeglory' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Armour: +3 Damage (Melee): 10 acid / 20 light / 10 fire / 8 lightning / 10 cold Damage when hit (Melee): 12 fire Changes stats: +8 Dex / +4 Mag / +5 Wil / +8 Cun Changes resistances: +15% light / +5% arcane Changes resistances penetration: +15% light Changes damage: +9% fire / +9% light / +9% arcane Light radius: +3 It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Porumira' (0 def, 3 armour) voratun gauntlets 'Porumira' (0 def, 3 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: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 30% chance to corrode armour Changes stats: +9 Dex / +6 Mag / +14 Cun Changes resistances: +6% blight / +10% light / +9% darkness Changes damage: +6% arcane Life regen: +4.00 Stamina each turn: +1.70 Maximum stamina: +40.00 Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Barkquell the hardened leather cap (0 def, 3 armour) Barkquell the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +1 Str / +4 Dex / +2 Cun / +2 Con Changes resistances: +8% lightning / +7% temporal / -23% light / +10% cold / +3% nature / +7% fire Physical save: +12 (+4 eff.) Life regen: +4.20 Maximum stamina: +10.00 A cap made of leather. |
Betotira (2 def, 0 armour) Betotira (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +11% blight / +16% nature Changes damage: +11% blight / +11% nature / +3% arcane Maximum mana: +80.00 Spellpower: +4 (+0 eff.) A pointy cloth hat, very wizardly... |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Fulukan the elven-silk wizard hat (3 def, 0 armour) Fulukan the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Cun / +3 Con Changes resistances: +18% physical / +20% darkness / +12% blight / +24% fire / +15% nature Changes damage: +19% darkness / +16% fire / +15% mind / +19% physical Reduces incoming crit damage: 5.00% Maximum hate: +15.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% See invisible: +12 A pointy cloth hat, very wizardly... |
Gorogonarithel (3 def, 0 armour) Gorogonarithel (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Mag / +8 Wil / +7 Cun Spell save: +20 (+5 eff.) Mana each turn: +3.38 Mana when hit: +3.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +91.00 Spellpower: +18 (+2 eff.) Spell crit. chance: +6% Mindpower: +6 (+0 eff.) Damage Shield penetration: +50% It can be used to activate talent Manaflow, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 21 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Heatwrecker the voratun helm (0 def, 9 armour) Heatwrecker the voratun helm (0 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 / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes resistances: +17% mind / +9% fire Changes resistances penetration: +5% fire Changes damage: +6% blight Mental save: +14 (+5 eff.) Confusion immunity: +34% Stamina when hit: +2.50 Equilibrium when hit: +1.80 Mana when firing critical spell: +1.00 Spellpower: +8 (+1 eff.) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettutar (0 def, 10 armour) Hettutar (0 def, 10 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: +10 Fatigue: +4% Changes stats: +4 Cun / +3 Wil Changes resistances: +10% nature / +9% cold Physical save: +24 (+8 eff.) Spell save: +5 (+2 eff.) Confusion immunity: +15% Maximum life: +67.00 Mindpower: +5 (+0 eff.) Healing mod.: +22% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivodhesera the Sootwolf (0 def, 4 armour) Ivodhesera the Sootwolf (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 darkness Changes stats: +3 Str / +3 Con Changes resistances: +3% darkness / +14% cold Changes resistances penetration: +10% darkness Changes damage: +9% blight Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lelusalin the Flashknave (0 def, 5 armour) Lelusalin the Flashknave (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 48% chance to corrode armour Changes stats: +10 Str / +10 Wil Changes resistances: +27% blight / +15% acid / +9% light / +15% darkness Spell save: +11 (+3 eff.) Mental save: +27 (+9 eff.) Light radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+1 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Maluchik the Glarespire (0 def, 6 armour) Maluchik the Glarespire (0 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 12 mind / 8 light Changes stats: +8 Str / +7 Dex / +4 Wil / +4 Cun Changes resistances: +6% mind / +3% light Changes damage: +6% light Mindpower: +4 (+0 eff.) Infravision radius: +3 A cap made of leather. |
Silolewe (0 def, 5 armour) Silolewe (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +15 Str / +14 Dex / +2 Mag / +5 Cun / +5 Con Changes resistances: +18% light / +3% blight Critical mult.: +5.00% Physical save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +15% Cut immunity: +10% Equilibrium when hit: +0.04 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 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. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+1 eff.) It can be used to activate talent Instill Fear (costing 10 power out of 45/45) : Effective talent level: 2.0 Power cost: 10 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 54% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 45%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Viperworm the drakeskin leather cap (0 def, 5 armour) Viperworm the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 48% Changes stats: +9 Str / +14 Dex / +5 Cun Changes damage: +6% blight / +9% physical Physical save: +24 (+8 eff.) Only die when reaching: -40.00 life A cap made of leather. |
Xanynne the cashmere wizard hat (2 def, 0 armour) Xanynne the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +7 Mag / +12 Wil / +2 Cun / +5 Con Changes damage: +9% mind Physical save: +19 (+6 eff.) Spell save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
Xildamina the Toxinhunt (0 def, 5 armour) Xildamina the Toxinhunt (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 blight Changes stats: +6 Con Changes resistances: +9% lightning / +15% temporal / +20% nature Changes resistances penetration: +10% blight Changes damage: +9% nature Spell save: +6 (+2 eff.) Maximum life: +87.00 Healing mod.: +23% A cap made of leather. |
cashmere wizard hat 'Loamworth' (2 def, 0 armour) cashmere wizard hat 'Loamworth' (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 mind Changes resistances: +6% nature / +18% fire / +22% mind / +19% cold Changes damage: +12% fire / +13% mind / +13% cold A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Olerim' (2 def, 0 armour) cashmere wizard hat 'Olerim' (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Cun / +4 Wil Changes resistances: +8% fire / +5% cold Changes damage: +3% arcane Disease immunity: +5% Psi each turn: +0.18 Mana when firing critical spell: +4.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Zindil' (2 def, 0 armour) cashmere wizard hat 'Zindil' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 arcane / 16 acid Changes stats: +4 Wil / +6 Mag Spell save: +8 (+2 eff.) Psi each turn: +0.15 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
hardened leather cap 'Chalundil' (0 def, 3 armour) hardened leather cap 'Chalundil' (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +5 Con Changes resistances: +7% blight / +8% temporal / +7% nature / +7% lightning Changes resistances penetration: +10% mind Changes damage: +6% acid A cap made of leather. |
voratun helm 'Alamasta' (0 def, 5 armour) voratun helm 'Alamasta' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex / +2 Mag / +13 Wil / +9 Cun Changes resistances penetration: +5% blight Mana each turn: +0.16 Spellpower: +4 (+0 eff.) Mindpower: +12 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eilinessra the steel mail armour (2 def, 6 armour) Eilinessra the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage (Melee): 10 acid / 8 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +28% acid / +10% fire / +19% lightning Changes damage: +6% arcane Mental save: +6 (+2 eff.) Disarm immunity: +10% Mana each turn: +0.04 A suit of armour made of mail. |
Elenyrakan (10 def, 13 armour) Elenyrakan (10 def, 13 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +10 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical / 6 light / 8 mind Changes stats: +3 Cun / +3 Wil Changes resistances: +10% blight / +18% darkness Grants telepathy: Dragon Mental save: +36 (+12 eff.) Mental crit. chance: +1% Light radius: +1 A suit of armour made of mail. |
Halugazilazor the Woewire (5 def, 10 armour) Halugazilazor the Woewire (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 darkness Changes stats: +2 Str / +1 Mag / +7 Wil / +7 Cun / +3 Con Changes resistances: +17% blight / +15% nature / +8% mind Reduced damage from: +11% Unnatural Reduces incoming crit damage: 5.00% Mental save: +42 (+14 eff.) A suit of armour made of mail. |
Islyma the Crackledash (4 def, 8 armour) Islyma the Crackledash (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 23 temporal Changes stats: +8 Cun / +8 Wil Changes resistances: +9% acid / +27% fire / +6% lightning / +6% temporal Changes resistances penetration: +5% temporal Mental save: +22 (+8 eff.) Maximum life: +51.00 A suit of armour made of mail. |
Isurin the voratun mail armour (5 def, 32 armour) Isurin the voratun mail armour (5 def, 32 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 32 physical Changes resistances: +15% acid / +15% cold / +18% temporal / +6% blight Allows you to breathe in: water Cut immunity: +10% A suit of armour made of mail. |
Oozestriker (15 def, 19 armour) Oozestriker (15 def, 19 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Armour: +19 Defense: +15 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 4 nature / 12 physical Changes stats: +6 Cun / +2 Str Changes resistances: +30% lightning Mental save: +20 (+7 eff.) Life regen: +3.40 Stamina each turn: +0.20 Only die when reaching: -60.00 life Maximum life: +96.00 Healing mod.: +24% A suit of armour made of mail. |
Searwrack (2 def, 6 armour) Searwrack (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +2 Cun / +1 Con Changes resistances: +16% lightning / +17% cold / +6% fire / +17% acid A suit of armour made of mail. |
Urilen the stralite mail armour (17 def, 26 armour) Urilen the stralite mail armour (17 def, 26 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +26 Defense: +17 (+3 eff.) Fatigue: +16% Changes stats: +14 Cun / +6 Wil Changes resistances: +9% acid / +9% physical / +9% fire / +9% lightning / +9% cold Changes resistances penetration: +15% mind Mental save: +37 (+13 eff.) Equilibrium when hit: +0.12 A suit of armour made of mail. |
dwarven-steel mail armour 'Amylathachik' (3 def, 17 armour) dwarven-steel mail armour 'Amylathachik' (3 def, 17 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +5 Cun / +5 Wil Changes resistances: +6% mind / +19% cold Changes resistances penetration: +5% mind / +10% temporal Mental save: +16 (+6 eff.) A suit of armour made of mail. |
dwarven-steel mail armour 'Chileldir' (3 def, 8 armour) dwarven-steel mail armour 'Chileldir' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +2 Str / +3 Con Changes resistances: +10% blight / +7% physical / +12% nature / +6% darkness Reduced damage from: +8% Unnatural Physical save: +38 (+12 eff.) Disease immunity: +5% Maximum life: +35.00 A suit of armour made of mail. |
dwarven-steel mail armour 'Cyriranor' (3 def, 12 armour) dwarven-steel mail armour 'Cyriranor' (3 def, 12 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +7 Str / +3 Dex / +2 Cun / +8 Con Reduces incoming crit damage: 15.00% Physical save: +7 (+2 eff.) Maximum life: +80.00 A suit of armour made of mail. |
dwarven-steel mail armour 'Flamemortal' (3 def, 8 armour) dwarven-steel mail armour 'Flamemortal' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +27% Damage (Melee): 11 acid / 15 fire Damage when hit (Melee): 11 acid / 17 fire Changes stats: +8 Con Changes resistances: +15% acid / +49% fire / -13% light / +8% darkness Physical save: +13 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Poison immunity: +20% Disease immunity: +5% Stun/Freeze immunity: +5% A suit of armour made of mail. |
dwarven-steel mail armour 'Noonwild' (3 def, 8 armour) dwarven-steel mail armour 'Noonwild' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances: +21% blight / +24% cold / +15% darkness Confusion immunity: +15% Pinning immunity: +15% Maximum life: +47.00 Light radius: +2 A suit of armour made of mail. |
dwarven-steel mail armour 'Zeruregolen' (3 def, 8 armour) dwarven-steel mail armour 'Zeruregolen' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage (Melee): 26 acid / 32 fire Damage when hit (Melee): 22 acid / 22 fire Changes resistances: +34% acid / +16% light / +6% lightning / +32% fire / +5% arcane / +13% darkness Changes damage: +6% acid Spell save: +10 (+3 eff.) A suit of armour made of mail. |
stralite mail armour 'Blazerupture' (4 def, 29 armour) stralite mail armour 'Blazerupture' (4 def, 29 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +29 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 light Physical save: +10 (+3 eff.) Life regen: +2.50 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +56.00 Maximum mana: +20.00 Maximum vim: +40.00 Healing mod.: +22% A suit of armour made of mail. |
stralite mail armour 'Tarrorenik' (4 def, 8 armour) stralite mail armour 'Tarrorenik' (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 4 mind Changes stats: +2 Dex / +2 Con Changes resistances: +15% acid / +17% temporal / +7% mind Critical mult.: +5.00% Mental save: +17 (+6 eff.) A suit of armour made of mail. |
stralite mail armour 'Zubussra' (4 def, 8 armour) stralite mail armour 'Zubussra' (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 16 blight / 15 physical / 4 light Changes stats: +4 Wil Changes resistances: +20% blight / +23% fire / +18% darkness Changes resistances penetration: +5% physical Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Life regen: +0.60 Light radius: +1 A suit of armour made of mail. |
stralite mail armour of the deep (4 def, 12 armour) stralite mail armour of the deep (4 def, 12 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +10% acid / +12% cold Allows you to breathe in: water A suit of armour made of mail. |
Armukhad (2 def, 4 armour) Armukhad (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes stats: +2 Mag / +1 Con Changes resistances: +15% lightning / +16% fire / +17% temporal See invisible: +6 A suit of armour made of leather. |
Ce'Nabrevena the reinforced leather armour (4 def, 12 armour) Ce'Nabrevena the reinforced leather armour (4 def, 12 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +13 Armour: +12 Defense: +4 (+1 eff.) Fatigue: +0% Damage (Melee): 9 acid Damage (Ranged): 9 acid Damage when hit (Melee): 12 physical Changes stats: +4 Cun Changes resistances: +35% acid / +13% cold / +26% nature Allows you to breathe in: water Critical mult.: +3.00% Life regen: +11.00 Only die when reaching: -40.00 life Healing mod.: +36% A suit of armour made of leather. |
Cuthyvon (3 def, 6 armour) Cuthyvon (3 def, 6 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +8 Wil Changes damage: +15% temporal Mental save: +13 (+5 eff.) Life regen: +12.10 Stamina each turn: +0.70 Maximum psi: +10.00 Healing mod.: +14% A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 38, based on Cunning and Magic) for 10 turns, costing 27 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Earehek the drakeskin leather armour (5 def, 8 armour) Earehek the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +3% lightning / +6% cold / +3% temporal / +5% physical Spell save: +29 (+7 eff.) Mental save: +20 (+7 eff.) Disarm immunity: +10% Life regen: +25.60 Stamina each turn: +2.20 Maximum life: +100.00 Healing mod.: +55% A suit of armour made of leather. |
Eluwen the Glowvengeance (4 def, 12 armour) Eluwen the Glowvengeance (4 def, 12 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 light Changes resistances: +10% acid / +11% cold / +3% light Changes resistances penetration: +10% nature Changes damage: +6% fire Allows you to breathe in: water Maximum life: +80.00 A suit of armour made of leather. |
Emirena (3 def, 6 armour) Emirena (3 def, 6 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 7 acid / 5 fire / 7 cold / 7 lightning Changes stats: +3 Cun / +6 Wil Changes resistances: +7% acid / +7% fire / +7% lightning / +5% cold Mental save: +14 (+5 eff.) Silence immunity: +10% Pinning immunity: +25% Stun/Freeze immunity: +10% Life regen: +5.40 Healing mod.: +18% A suit of armour made of leather. |
Islada the Oozevalor (2 def, 4 armour) Islada the Oozevalor (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 4 arcane / 12 nature Changes resistances: +16% acid / +15% cold / +5% physical Physical save: +16 (+5 eff.) A suit of armour made of leather. |
Ivuma the drakeskin leather armour (15 def, 8 armour) Ivuma the drakeskin leather armour (15 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 8 mind Changes stats: +10 Str / +8 Dex Changes resistances: +15% acid / +30% cold / +9% lightning Reduces incoming crit damage: 15.00% Physical save: +20 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +6 (+2 eff.) Maximum life: +49.00 A suit of armour made of leather. |
Layibeth the reinforced leather armour (4 def, 7 armour) Layibeth the reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +18% lightning / +3% fire / +22% cold / +9% mind / +9% nature Life regen: +2.00 Maximum life: +60.00 Healing mod.: +10% A suit of armour made of leather. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 7 power out of 12/12) : Effective talent level: 5.0 Power cost: 7 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 537.19 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+5 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Nerumira the Earthlace (21 def, 8 armour) Nerumira the Earthlace (21 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +21 (+4 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +8% Changes stats: +5 Dex Changes damage: +9% nature Critical mult.: +35.00% Life regen: +7.30 Stamina each turn: +2.50 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Movement speed: +20% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +29% A suit of armour made of leather. |
Neryvea the cured leather armour (2 def, 4 armour) Neryvea the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 10 arcane resource burn * 30% chance to corrode armour Changes resistances: +36% acid / +15% fire / +3% light A suit of armour made of leather. |
Runuzilastir the cured leather armour (2 def, 4 armour) Runuzilastir the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +3% acid / +34% cold / +12% mind Changes damage: +6% mind Mental save: +11 (+4 eff.) A suit of armour made of leather. |
Stormhue (2 def, 4 armour) Stormhue (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +3% blight / +15% fire / +11% mind / +6% lightning Changes damage: +3% lightning Mental save: +21 (+7 eff.) A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cured leather armour 'Cyredann' (2 def, 4 armour) cured leather armour 'Cyredann' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to disease Changes resistances: +6% physical Changes damage: +12% blight Physical save: +11 (+3 eff.) Life regen: +3.00 Maximum life: +26.00 Healing mod.: +17% A suit of armour made of leather. |
cured leather armour 'Flashglory' (8 def, 4 armour) cured leather armour 'Flashglory' (8 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +7% Damage (Melee): 6 lightning Damage (Ranged): 6 lightning Damage when hit (Melee): 4 arcane Changes resistances: +12% lightning / +13% cold / +5% arcane / +15% acid Changes resistances penetration: +5% lightning Critical mult.: +10.00% A suit of armour made of leather. |
cured leather armour 'Vorabeth' (2 def, 4 armour) cured leather armour 'Vorabeth' (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes stats: +2 Wil Changes resistances: +5% mind / +16% cold Critical mult.: +12.00% Mental save: +12 (+4 eff.) Life regen: +0.20 A suit of armour made of leather. |
drakeskin leather armour 'Flashwilter' (5 def, 8 armour) drakeskin leather armour 'Flashwilter' (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 9 arcane Damage (Ranged): 10 arcane Changes resistances: +24% cold Changes resistances penetration: +10% acid / +20% arcane Changes damage: +12% acid / +12% arcane Life regen: +15.00 Mana each turn: +0.40 Spellpower: +24 (+2 eff.) Light radius: +3 Healing mod.: +30% A suit of armour made of leather. |
hardened leather armour 'Scaldbreak' (3 def, 8 armour) hardened leather armour 'Scaldbreak' (3 def, 8 armour)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +8% acid / +7% physical / +3% darkness / +12% blight / +7% cold / +12% nature / +6% fire Changes resistances penetration: +10% fire Allows you to breathe in: water Physical save: +13 (+4 eff.) A suit of armour made of leather. |
hardened leather armour 'Tulubar' (3 def, 6 armour) hardened leather armour 'Tulubar' (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +12 (+3 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes stats: +1 Con Changes resistances penetration: +5% mind Critical mult.: +26.00% Light radius: +3 Infravision radius: +1 A suit of armour made of leather. |
reinforced leather armour 'Bethutira' (12 def, 7 armour) reinforced leather armour 'Bethutira' (12 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 5 lightning Damage when hit (Melee): 17 physical Changes stats: +8 Str / +3 Dex / +1 Mag / +2 Wil / +1 Con Changes resistances: +26% lightning / +16% cold / +16% darkness / +9% physical Reduces incoming crit damage: 5.00% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Arydil the steel plate armour (4 def, 9 armour) Arydil the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +4 Cun / +4 Wil Changes resistances: +17% acid / +5% physical Changes resistances penetration: +5% arcane / +10% temporal Changes damage: +6% temporal Physical save: +10 (+3 eff.) Mental save: +12 (+4 eff.) A suit of armour made of metal plates. |
Chamadeneg the Splendourswift (4 def, 9 armour) Chamadeneg the Splendourswift (4 def, 9 armour)Requires: - Strength 28 - 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 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Effects on melee hit: * 15% chance to blind * 15% chance to daze Damage when hit (Melee): 8 light Changes resistances: +5% mind / +16% cold Changes damage: +3% light Mental save: +10 (+4 eff.) Life regen: +3.30 Stamina each turn: +0.50 A suit of armour made of metal plates. |
Chydig the stralite plate armour (20 def, 22 armour) Chydig the stralite plate armour (20 def, 22 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour penetration: +4 Armour: +22 Defense: +20 (+3 eff.) Fatigue: +22% Changes stats: +5 Cun / +4 Con Changes resistances: +36% nature / +33% blight Reduced damage from: +13% Unnatural Mental save: +22 (+8 eff.) Life regen: +0.40 Only die when reaching: -60.00 life Maximum stamina: +5.00 A suit of armour made of metal plates. |
Cinderwish the stralite plate armour (7 def, 13 armour) Cinderwish the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes stats: +5 Str / +4 Con Changes resistances: +12% acid / +13% physical / +6% darkness / +6% blight / +37% fire / +29% lightning / +12% cold Changes resistances penetration: +20% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +31% Stun/Freeze immunity: +32% Knockback immunity: +32% A suit of armour made of metal plates. |
Gobrewe the voratun plate armour (9 def, 20 armour) Gobrewe the voratun plate armour (9 def, 20 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 blight Changes stats: +18 Cun / +16 Wil Changes resistances: +3% acid / +6% arcane / +3% lightning Reduces incoming crit damage: 10.00% Mental save: +48 (+16 eff.) Only die when reaching: -20.00 life Maximum life: +48.00 A suit of armour made of metal plates. |
Hellrend (9 def, 24 armour) Hellrend (9 def, 24 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 (+2 eff.) Fatigue: +19% Changes resistances: +12% fire / +48% temporal Physical save: +17 (+5 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +25% A suit of armour made of metal plates. |
Layevea (9 def, 16 armour) Layevea (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +1 Str Changes resistances: +12% light / +30% cold Changes resistances penetration: +10% temporal Confusion immunity: +10% Pinning immunity: +10% Teleport immunity: +10% Life regen: +7.80 Maximum life: +178.00 Healing mod.: +60% A suit of armour made of metal plates. |
Loradraldil the steel plate armour (4 def, 14 armour) Loradraldil the steel plate armour (4 def, 14 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +14 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 5 light Changes stats: +3 Str / +2 Wil Changes resistances: +12% blight / +15% darkness / +15% acid Light radius: +1 A suit of armour made of metal plates. |
Zubotira (4 def, 9 armour) Zubotira (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +15% acid / +18% temporal / +17% lightning Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +2 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Brandkiss' (5 def, 16 armour) dwarven-steel plate armour 'Brandkiss' (5 def, 16 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 physical / 16 fire Changes resistances: +3% fire / +20% cold Changes damage: +6% fire A suit of armour made of metal plates. |
steel plate armour 'Drethel' (4 def, 9 armour) steel plate armour 'Drethel' (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +1 Cun / +1 Con Changes resistances: +16% acid / +16% cold / +5% arcane / +17% lightning A suit of armour made of metal plates. |
steel plate armour 'Sunschism' (4 def, 11 armour) steel plate armour 'Sunschism' (4 def, 11 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +8% acid / +5% cold / +12% mind / +3% fire Changes resistances penetration: +10% fire Allows you to breathe in: water Mental save: +27 (+9 eff.) A suit of armour made of metal plates. |
Balarim the steel shield (6 def, 7 armour, 12-14.4 power, 66.5 block) Balarim the steel shield (6 def, 7 armour, 12-14.4 power, 66.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +66 On weapon hit: * 12% chance to daze Damage (Melee): +8 arcane When wielded/worn: Physical power: +2 (+1 eff.) Armour: +7 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 10 lightning Changes resistances: +12% nature / +12% blight Talent granted: +2 Block Handheld deflection devices. |
Branahad the steel shield (11 def, 2 armour, 12.5-15 power, 41 block) Branahad the steel shield (11 def, 2 armour, 12.5-15 power, 41 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +41 Damage (Melee): +10 acid When wielded/worn: Armour: +2 Defense: +11 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to corrode armour Changes stats: +2 Con Changes resistances: +21% acid / +16% lightning Talent granted: +2 Block Disease immunity: +5% Confusion immunity: +15% Pinning immunity: +5% Deflect projectiles away: +5% Handheld deflection devices. |
Chalyblek (8 def, 2 armour, 34-40.8 power, 79 block) Chalyblek (8 def, 2 armour, 34-40.8 power, 79 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.0 - 40.8 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +79 On weapon hit: * Slows global speed by 20% Damage (Melee): +10 cold Burst (radius 1) on hit: +13 fire When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 7 cold / 7 fire Damage when hit (Melee): 15 ice / 13 fire Changes resistances: +18% cold Talent granted: +3 Block Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Poison immunity: +5% Pinning immunity: +10% Handheld deflection devices. |
Daimyldil (12 def, 3 armour, 68.5-82.2 power, 190 block) Daimyldil (12 def, 3 armour, 68.5-82.2 power, 190 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +190 Damage Shield penetration (this weapon only): +50% Damage (Melee): +17 lightning Burst (radius 1) on hit: +20 fire When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 6 fire Effects when hit in melee: * 20% chance to daze Damage when hit (Melee): 20 fire Changes stats: +5 Dex Changes resistances: +13% acid / +12% fire / +33% lightning / +12% cold Changes resistances penetration: +10% blight Changes damage: +9% arcane Talent granted: +5 Block Mana when firing critical spell: +5.00 Maximum mana: +40.00 Damage Shield penetration: +20% Handheld deflection devices. |
Glorowe the Dourminister (12 def, 3 armour, 67.5-81 power, 209.5 block) Glorowe the Dourminister (12 def, 3 armour, 67.5-81 power, 209.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +210 On weapon hit: * 20% chance to inflict damage reduction Damage (Melee): +17 cold When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 8 cold Effects when hit in melee: * 18% chance to gain 10% of a turn Damage when hit (Melee): 14 ice Changes stats: +3 Con / +2 Mag Changes resistances: +17% temporal / +22% cold Changes damage: +9% darkness Talent granted: +5 Block Light radius: +3 Handheld deflection devices. |
Murkriver (10 def, 28 armour, 55.5-66.6 power, 145.5 block) Murkriver (10 def, 28 armour, 55.5-66.6 power, 145.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 55.5 - 66.6 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +146 On weapon hit: * Slows global speed by 40% * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +28 Armour Hardiness: +18% Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% temporal / +9% cold / +3% darkness / +36% physical Changes damage: +9% darkness Talent granted: +4 Block Spell save: +6 (+2 eff.) Handheld deflection devices. |
Noonrock (12 def, 15 armour, 66-79.2 power, 333.5 block) Noonrock (12 def, 15 armour, 66-79.2 power, 333.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +334 Damage (Melee): +19 lightning Burst (radius 2) on crit: +40 light / +40 darkness When wielded/worn: Armour: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 20% chance to daze Changes stats: +6 Dex / +10 Con Changes resistances: +19% lightning / +14% light / +15% darkness Changes resistances penetration: +15% light Grants telepathy: Dragon Talent granted: +5 Block Reduces incoming crit damage: 10.00% Physical save: +15 (+5 eff.) See invisible: +3 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Norin (8 def, 2 armour, 27-32.4 power, 83.5 block) Norin (8 def, 2 armour, 27-32.4 power, 83.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 On weapon hit: * 40% chance to gain 10% of a turn * 22% chance to daze Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 7 lightning / 7 fire Damage when hit (Melee): 16 lightning / 15 fire Changes resistances: +9% acid / +8% fire / +7% lightning / +8% cold Changes damage: +6% arcane Talent granted: +3 Block Spell save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Handheld deflection devices. |
Polemina the dwarven-steel shield (8 def, 9 armour, 29-34.8 power, 126 block) Polemina the dwarven-steel shield (8 def, 9 armour, 29-34.8 power, 126 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +126 Damage (Melee): +13 light When wielded/worn: Armour: +9 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 15% chance to blind Changes stats: +2 Dex / +3 Mag / +1 Wil / +5 Con Changes resistances: +14% light / +21% fire Changes resistances penetration: +5% acid Talent granted: +3 Block See invisible: +6 Handheld deflection devices. |
Polilranne (8 def, 2 armour, 28.5-34.2 power, 72.5 block) Polilranne (8 def, 2 armour, 28.5-34.2 power, 72.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +72 Damage (Melee): +4 physical Burst (radius 1) on hit: +12 fire Damage against: +5% Giant / +10% Vermin When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +3.0% Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 7 fire Effects when hit in melee: * 16% chance to reduce powers by 20% * 24 arcane resource burn Damage when hit (Melee): 15 fire Changes stats: +5 Con Changes resistances: +8% acid / +17% fire / +10% nature Talent granted: +3 Block Life regen: +0.20 Handheld deflection devices. |
Stormwarden the dwarven-steel shield (8 def, 2 armour, 34-40.8 power, 81 block) Stormwarden the dwarven-steel shield (8 def, 2 armour, 34-40.8 power, 81 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.0 - 40.8 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +81 On weapon hit: * 19% chance to corrode armour Burst (radius 1) on hit: +4 lightning When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 5 acid Damage when hit (Melee): 13 acid / 12 blight Changes resistances: +3% lightning / +20% cold / +19% fire Changes damage: +12% lightning Talent granted: +3 Block Spellpower: +4 (+0 eff.) Handheld deflection devices. |
Xera the Ichorbearer (12 def, 3 armour, 67.5-81 power, 185 block) Xera the Ichorbearer (12 def, 3 armour, 67.5-81 power, 185 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +185 On weapon hit: * Slows global speed by 46% * 25% chance to corrode armour Damage (Melee): +8 acid / +16 nature When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 acid Damage when hit (Melee): 35 acid / 20 nature Changes resistances: +12% lightning / +19% blight / +6% cold / +20% nature / +6% fire Talent granted: +5 Block Spell save: +6 (+2 eff.) Maximum life: +198.00 Handheld deflection devices. |
voratun shield 'Lorysahek' (12 def, 3 armour, 74-88.8 power, 210 block) voratun shield 'Lorysahek' (12 def, 3 armour, 74-88.8 power, 210 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.0 - 88.8 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +210 Damage Shield penetration (this weapon only): +40% Damage (Melee): +20 nature Damage against: +15% Spiderkin When wielded/worn: Armour penetration: +4 Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 31% chance to reduce powers by 20% * 35 arcane resource burn Damage when hit (Melee): 20 nature Changes stats: +7 Con Changes resistances: +18% blight / +45% lightning / +36% nature / +19% acid Talent granted: +5 Block Maximum life: +110.00 Handheld deflection devices. |
Hathoblek the quiver of dragonbone arrows (27/54, 66-92.4 power, 29 apr) Hathoblek the quiver of dragonbone arrows (27/54, 66-92.4 power, 29 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 66.0 - 92.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Physical crit. chance: +3.0% Capacity: 54 Turns elapse between self-loadings: -2 Damage (Ranged): +40 blight / +30 darkness / +20 arcane Damage against: +16% Living Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
Relgybar (19/19, 64.5-90.3 power, 31 apr) Relgybar (19/19, 64.5-90.3 power, 31 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +31 Physical crit. chance: +20.0% Capacity: 19 On weapon hit: * 48% chance to gain 10% of a turn * Random elemental explosion Travel speed: +400% Damage (Ranged): +20 cold Burst (radius 1) on hit: +8 physical When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
Samirasta (21/21, 54.5-76.3 power, 18 apr) Samirasta (21/21, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +19.0% Capacity: 21 On weapon hit: * 47% chance to disease * 40% chance to gain 10% of a turn * 25% chance to put talents on cooldown On weapon crit: * cripple the target * splashes the target with acid Travel speed: +200% Damage (Ranged): +20 acid / +12 temporal When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
Smolderfury the quiver of dragonbone arrows (21/52, 52.5-73.5 power, 18 apr) Smolderfury the quiver of dragonbone arrows (21/52, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 52 On weapon hit: * 47% chance to disease * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Ranged): +16 mind / +19 darkness Burst (radius 1) on hit: +4 blight / +20 fire When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
7 agate 7 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. |
1536 alchemist agate 1536 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. |
2 onyx 2 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Daimigund the Flashfurnace (dig speed 7 turns) Daimigund the Flashfurnace (dig speed 7 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Damage when hit (Melee): 8 light Changes stats: +3 Str Changes resistances: +15% light / +10% physical Changes resistances penetration: +15% nature / +5% fire Changes damage: +6% light Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +14 (+5 eff.) Maximum life: +90.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elota (dig speed 18 turns) Elota (dig speed 18 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag Reduces incoming crit damage: 15.00% Maximum mana: +25.00 Spell crit. chance: +6% Light radius: +1 Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise 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. |
Vorenn the dwarven lantern Vorenn the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical power: +10 (+3 eff.) Changes stats: +1 Wil Changes resistances: +12% blight / +15% darkness Changes resistances penetration: +5% physical / +15% all Critical mult.: +20.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +4 (+0 eff.) Light radius: +11 Infravision radius: +6 See invisible: +13 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 28 blight damage or heals 41 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 11 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 11 power out of 25/25) : Effective talent level: 3.0 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 34 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
garnet 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 110 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. |
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. |
Morningcut (25/25, 55-66 power, 8 apr) Morningcut (25/25, 55-66 power, 8 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +12.0% Capacity: 25 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target Damage (Ranged): +20 temporal / +12 light / +18 gravity / +33 fire / +20 physical Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +12 blight / +13 fire Shots are used with slings to pummel your foes to death. |
Oliyachik the Brightstar (23/23, 65-78 power, 18 apr) Oliyachik the Brightstar (23/23, 65-78 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +19.0% Capacity: 23 On weapon hit: * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +56 insidious poison / +16 fire / +12 arcane / +16 blight Burst (radius 2) on crit: +8 lightning / +8 fire Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Cystwither' (23/23, 53-63.6 power, 6 apr) pouch of voratun shots 'Cystwither' (23/23, 53-63.6 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +44 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 On weapon hit: * Slows global speed by 20% * 47 arcane resource burn Damage (Ranged): +30 cold Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +12 nature / +13 cold Shots are used with slings to pummel your foes to death. |
Haruduhir [power 169] (11 cooldown) Haruduhir [power 169] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Fatigue: -6% Changes stats: +1 Mag Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +10% physical Talent cooldown: Silence (+10 turn) Talents granted: +1 Ward +10 Silence Physical save: +18 (+6 eff.) Spell save: +6 (+2 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 169 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Hettyrand [power 4] (6 cooldown) Hettyrand [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% mind / +6% temporal Maximum wards: +7 acid / +9 nature / +9 light Talent granted: +2 Ward Critical mult.: +5.00% Physical save: +20 (+6 eff.) Spell save: +23 (+6 eff.) Silence immunity: +5% It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 13 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Sepsisvagrant [power 78] (11 cooldown) Sepsisvagrant [power 78] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Str / +1 Mag / +3 Con Changes resistances penetration: +5% nature / +15% temporal Changes damage: +6% temporal Talents granted: +4 Lay Web +5 Rushing Claws Reduces incoming crit damage: 10.00% It can be used to harden the skin for 7 turns increasing armour by 78 and armour hardiness by 70%, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
Glimmernull [power 273] (4 cooldown) Glimmernull [power 273] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 8 acid Maximum wards: +4 lightning / +5 temporal / +5 blight / +3 fire / +5 cold Changes resistances penetration: +10% acid / +10% light Talent cooldown: Void Blast (+6 turn) Talents granted: +1 Ward +4 Void Blast Critical mult.: +9.00% Maximum life: +40.00 Maximum vim: +18.00 It can be used to creates a wall of flames lasting 4 turns (dealing 273 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pitchstrike [power 21] (6 cooldown) Pitchstrike [power 21] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 4 darkness Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast Reduces incoming crit damage: 10.00% Spell save: +6 (+2 eff.) Blindness immunity: +5% Confusion immunity: +10% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to reveal the area around you, dispelling darkness (radius 21, power 89 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 16 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
amber 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. |
6 ametrine 6 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. |
11 citrine 11 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. |
4 zircon 4 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
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Gorgk the Ogre Sun Paladin level 38
3rd Summertide 122nd year of Ascendancy at 09:38 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Gorgk the Ogre Sun Paladin level 64
12nd Dusk 122nd year of Ascendancy at 14:34 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Gorgk the Ogre Sun Paladin level 20
78th Pyre 122nd year of Ascendancy at 16:36 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gorgk the Ogre Sun Paladin level 46
1st Flare 122nd year of Ascendancy at 08:33 see stats
I'm a cool hero (Nightmare (Adventure) difficulty)
Saved Derth without a single inhabitant dying.By Gorgk the Ogre Sun Paladin level 31
1st Summertide 122nd year of Ascendancy at 06:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Gorgk the Ogre Sun Paladin level 10
75th Pyre 122nd year of Ascendancy at 22:34 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Gorgk the Ogre Sun Paladin level 20
78th Pyre 122nd year of Ascendancy at 12:54 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Gorgk the Ogre Sun Paladin level 30
8th Mirth 122nd year of Ascendancy at 01:47 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Gorgk the Ogre Sun Paladin level 40
3rd Summertide 122nd year of Ascendancy at 21:00 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Gorgk the Ogre Sun Paladin level 50
2nd Flare 122nd year of Ascendancy at 05:00 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Gorgk the Ogre Sun Paladin level 35
3rd Summertide 122nd year of Ascendancy at 01:15 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Gorgk the Ogre Sun Paladin level 25
7th Mirth 122nd year of Ascendancy at 20:01 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Gorgk the Ogre Sun Paladin level 20
78th Pyre 122nd year of Ascendancy at 13:35 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Gorgk the Ogre Sun Paladin level 46
1st Flare 122nd year of Ascendancy at 08:40 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Gorgk the Ogre Sun Paladin level 26
7th Mirth 122nd year of Ascendancy at 20:55 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Gorgk the Ogre Sun Paladin level 23
7th Mirth 122nd year of Ascendancy at 19:27 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Gorgk the Ogre Sun Paladin level 13
77th Pyre 122nd year of Ascendancy at 16:11 see stats
Log
Today is the 56th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:58.
Today is the 57th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:26.
Today is the 58th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:55.
Today is the 59th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:38.
Today is the 60th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:06.
Today is the 61st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:35.
Today is the 62nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:03.
Today is the 63rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:18.
Ran for 2 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
There is a Passageway into the Daikara here (press '' or right click to use).
Gorgk deactivates Shield Wall.
Gorgk deactivates Righteous Strength.
Gorgk deactivates Chant of Resistance.
Gorgk deactivates Shield of Light.
Gorgk deactivates Premonition.
Gorgk deactivates Honor.
Gorgk deactivates Attacks of Opportunity.
Gorgk deactivates Second Life.
Gorgk deactivates Daunting Presence.
Gorgk deactivates Searing Sight.
Gorgk deactivates Weapon of Wrath.
Gorgk deactivates Warsong.
Gorgk deactivates Weapon of Light.
Gorgk deactivates Precise Strikes.
Gorgk deactivates Retribution.
Gorgk deactivates Contingency.
Gorgk deactivates Iron Guard.
Gorgk deactivates Keen Senses.
