Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Dark Priest 1.4.4Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.4.3Exponential 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
Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Spell Merchants 1.0.0 Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamshaper Subclass 1.4.4Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Experience Controller 1.4.3
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 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. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Infinite Cat Points 1.4.0One Cat Point per level. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Everyone Options 1.4.5Starts characters off with category points instead of categories known. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Maj'Eyal Whitehoof |
Class | Glutton |
Level / Exp | 33 / 87% |
Size | medium |
Lifes / Deaths | Killed by Islirelera the large brown snake at level 5 on the 75th Pyre 122nd year of Ascendancy at 12:00 / 20Killed by Glolera the bee swarm at level 5 on the 75th Pyre 122nd year of Ascendancy at 12:30 Killed by Glolera the bee swarm at level 5 on the 75th Pyre 122nd year of Ascendancy at 13:06 Killed by Glolera the bee swarm at level 5 on the 75th Pyre 122nd year of Ascendancy at 13:22 Killed by Glolera the bee swarm at level 5 on the 75th Pyre 122nd year of Ascendancy at 13:39 Killed by Arorilaith the green worm mass at level 5 on the 75th Pyre 122nd year of Ascendancy at 13:54 Killed by Glolera the bee swarm at level 5 on the 75th Pyre 122nd year of Ascendancy at 14:07 Killed by golem (servant of Islirelera the large brown snake) at level 5 on the 75th Pyre 122nd year of Ascendancy at 14:22 Killed by Islirelera the large brown snake at level 5 on the 75th Pyre 122nd year of Ascendancy at 14:37 Killed by golem (servant of Islirelera the large brown snake) at level 5 on the 75th Pyre 122nd year of Ascendancy at 14:55 Killed by Aribeth the giant crystal rat at level 5 on the 75th Pyre 122nd year of Ascendancy at 15:13 Killed by Islirelera the large brown snake at level 5 on the 75th Pyre 122nd year of Ascendancy at 15:33 Killed by Aribeth the giant crystal rat at level 5 on the 75th Pyre 122nd year of Ascendancy at 15:52 Killed by Islirelera the large brown snake at level 5 on the 75th Pyre 122nd year of Ascendancy at 16:08 Killed by Glolera the bee swarm at level 5 on the 75th Pyre 122nd year of Ascendancy at 16:22 Killed by Glolera the bee swarm at level 5 on the 75th Pyre 122nd year of Ascendancy at 16:41 Killed by Glorusenne the grey mold at level 5 on the 76th Pyre 122nd year of Ascendancy at 07:08 Killed by Cyryssra the skeleton warrior at level 9 on the 76th Pyre 122nd year of Ascendancy at 09:19 Killed by Mayubeth the brown mold at level 11 on the 76th Pyre 122nd year of Ascendancy at 09:46 Killed by Cyryssra the skeleton warrior at level 11 on the 76th Pyre 122nd year of Ascendancy at 10:07 |
Primary Stats
Strength | 149 (base 60) |
Dexterity | 64 (base 60) |
Constitution | 73 (base 60) |
Magic | 143 (base 59) |
Willpower | 86 (base 60) |
Cunning | 82 (base 60) |
Resources
Hate | 100/100 |
Mana | 747/747 |
Equilibrium | 265 |
Vim | 453/453 |
Life | 6617/6617 |
Positive | 336/336 |
Stamina | 586/586 |
Paradox | 420 |
Healing Factor | 1.23 |
Regeneration | 30.386267475 |
Speed
Mental | +47.55% |
Attack | +47.55% |
Movement | +404.10634867563% |
Spell | +47.55% |
Global | +129.57% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
See Invisible | 19 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 322 |
Accuracy | 59 |
Crit Chance | 123% |
APR | 4 |
Speed | 0.68 |
Offense: Offhand
Damage | 147 |
Accuracy | 59 |
Crit Chance | 125% |
APR | 8 |
Speed | 0.68 |
Offense: Spell
Spellpower | 132 |
Crit Chance | 100% |
Speed | 0.67773636055574 |
Offense: Mind
Mindpower | 134 |
Crit Chance | 97% |
Speed | 0.67773636055574 |
Offense: Damage Bonus
All | +50% |
Defense: Base
Armour (hardiness) | 145 (80%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 52 |
Mental Save | 61 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 99% |
Fear Resistance | 82% |
Poison Resistance | 100% |
Disarm Resistance | 43% |
Bleed Resistance | 100% |
Silence Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 82% |
Inscriptions (2/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 60.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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 130 damage for 5 turns. |
Class Talents
Cursed / Predator | 3.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Gluttony / Digestion | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Gluttony / Famine | 3.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Feast | 3.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Gluttony / Gourmand | 6.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 4.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Whitehooves | 6.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Shield |
talent | Words of the Storm |
talent | Shadow's Embrace |
talent | Wildfire |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / human with 100% effectiveness. Kills: 0 / 14 kills, Damage: +28% / +65%, Attack: +17 / +41, Stun: -- / 12.9%, Outmaneuver: 16.4% / 37.2% Predator |
beneficial effect | The target is moving is 50% faster. 3 Celerity |
beneficial effect | You have 5 charges. Death Momentum |
detrimental effect | You are digesting Xanyrin the carrion worm mass. Digesting |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The target is mimicking a previous victim. (+0 Strength, +2 Dexterity, +23 Magic, +12 Willpower, +13 Cunning, +8 Constitution) Mimic |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
detrimental effect | The target is on fire, taking 35.16 fire damage per turn. Burning |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Trollmire) | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
Equipment
On feet | pair of dwarven-steel boots 'Hellsrace' (Misfortune) (16 def, 4 armour) pair of dwarven-steel boots 'Hellsrace' (Misfortune) (16 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +16 (+4 eff.) Fatigue: -3% Changes stats: +2 Wil Changes resistances penetration: +5% fire Critical mult.: +5.00% Maximum encumbrance: +29 Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Life regen: +2.50 Maximum psi: +30.00 Mental crit. chance: +3% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +30 Curse of Misfortune It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 37 defense for 14 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. |
Light source | brass lantern 'Betitta' brass lantern 'Betitta'Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +4 Wil Changes resistances: +13% blight / +6% temporal / +13% darkness / +6% cold Changes resistances penetration: +10% mind Mental save: +20 (+5 eff.) Spellpower: +8 (+1 eff.) Spell crit. chance: +8% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Light radius: +2 Infravision radius: +8 See invisible: +13 Defense after a teleport: +11 Resist all after a teleport: +12% New effects duration reduction after a teleport: +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 27 cooldown : Effective talent level: 1.0 Power cost: 27 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 48 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. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Decayed Visage (Corpses) (0 def, 0 armour) Decayed Visage (Corpses) (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 10 vim draining blight Changes stats: +4 Mag / +4 Wil / +2 Cun Changes resistances: +13% mind / +3% nature Changes damage: +9% blight / +8% arcane Mental save: +17 (+4 eff.) Silence immunity: +5% Confusion immunity: +25% Maximum vim: +25.00 Spell crit. chance: +3% Curse of Corpses It can be used to activate talent Vimsense (costing 23 power out of 45/45) : Effective talent level: 2.0 Power cost: 23 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 45%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Tool | Dazzletrencher [power 22] (15 cooldown) Dazzletrencher [power 22] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +3% light / +6% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 22 and armour hardiness by 50%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Noonwreck the steel ring Noonwreck the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -7% Changes stats: +1 Wil Changes resistances penetration: +5% mind Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +28 Light radius: +2 Rings can have magical properties. |
On fingers | gold ring 'Voryldawyn' gold ring 'Voryldawyn'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +10% blight / +26% darkness / +7% nature / +3% mind Changes resistances penetration: +10% mind Changes damage: +18% blight / +13% darkness / +3% mind Poison immunity: +17% Disease immunity: +16% Stun/Freeze immunity: +20% Life regen: +2.30 Rings can have magical properties. |
Around waist | Leloredohell the rough leather belt (Madness) Leloredohell the rough leather belt (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +2 Wil / +3 Mag Changes resistances penetration: +5% blight Stealth bonus: +6 Spell save: +6 (+2 eff.) Life regen: +1.00 Spellpower: +2 (+0 eff.) Healing mod.: +13% Curse of Madness A belt that goes around your waist. |
In main hand | Blood-Letter (Shrouds) (33-46.2 power, 4.5 apr) Blood-Letter (Shrouds) (33-46.2 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% Curse of Shrouds A hand axe carved out of the most frozen parts of the northern wasteland. |
On hands | Airsorrow (Madness) (0 def, 1 armour) Airsorrow (Madness) (0 def, 1 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 16 lightning Changes resistances: +15% lightning Changes resistances penetration: +10% lightning Physical save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +43% Life regen: +2.10 Stamina each turn: +0.40 Psi each turn: +0.15 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (20% chance level 1). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 1) on hit: +4 nature Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | Spelldrinker (Nightmares) (27-35.1 power, 8 apr) Spelldrinker (Nightmares) (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: 30% Wil, 55% Dex, 55% Mag, 45% Cun 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 (+4 eff.) Curse of Nightmares 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. |
Cloak | Bloomwyrd (Nightmares) (6 def, 0 armour) Bloomwyrd (Nightmares) (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Wil Changes resistances: +12% light / +12% fire / +12% darkness / +6% nature Changes resistances penetration: +7% darkness Changes damage: +8% darkness / +3% nature Stealth bonus: +15 Mental save: +9 (+2 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +30 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Radianceterror the dwarven-steel mail armour (Shrouds) (3 def, 19 armour) Radianceterror the dwarven-steel mail armour (Shrouds) (3 def, 19 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: +19 Defense: +3 (+0 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 15% * 40% chance to blind Damage when hit (Melee): 12 light Changes resistances: +27% acid / +8% cold Changes damage: +6% nature Allows you to breathe in: water Curse of Shrouds A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the warrior (heal 415)healing infusion of the warrior (heal 415) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 415 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion of the sneak (546% speed; 6 turns)movement infusion of the sneak (546% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. oxygen infusion (stamina 111 over 10 turns)oxygen infusion (stamina 111 over 10 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 111 stamina and air over 10 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the duelist (heal 418 over 5 turns)regeneration infusion of the duelist (heal 418 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vine lasso infusion of the titan (4 turns, 85 physical damage)vine lasso infusion of the titan (4 turns, 85 physical damage) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 4 turns. The grab will also deal 84.75 physical damage per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. enchantment rune of the sneak (+28 for 9 turns)enchantment rune of the sneak (+28 for 9 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 28 and adds 45 arcane damage to all your hits. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune of the warrior (540 lightning damage)lightning rune of the warrior (540 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 180.02 to 540.07 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (68% 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%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the sneak (absorb 448 for 5 turns)shielding rune of the sneak (absorb 448 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 448 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the sneak (range 121)teleportation rune of the sneak (range 121) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 121 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the psychic (radius 10; dur 16; see humanoid)vision rune of the psychic (radius 10; dur 16; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 24) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any humanoid around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Ce'Nokira (Corpses) (33.5-50.25 power, 2 apr)Ce'Nokira (Corpses) (33.5-50.25 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: 33.5 - 50.3 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +77 insidious poison When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn * 10% chance to disease Damage when hit (Melee): 4 temporal Changes resistances: +9% temporal Changes resistances penetration: +10% blight Changes damage: +3% temporal Disarm immunity: +45% Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Hettindur the Charspitter (Madness) (22-33 power, 2 apr)Hettindur the Charspitter (Madness) (22-33 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Fire 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): +9 darkness Burst (radius 2) on crit: +19 ice Damage against: +10% Living When wielded/worn: Physical crit. chance: +10.0% Armour: +10 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +6% fire Changes resistances penetration: +10% cold Changes damage: +3% fire Spell save: +6 (+2 eff.) Blindness immunity: +10% Disease immunity: +15% Disarm immunity: +5% Only die when reaching: -60.00 life Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel battleaxe of massacre (Corpses) (44-66 power, 2 apr)acidic dwarven-steel battleaxe of massacre (Corpses) (44-66 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 30% Wil, 50% Mag, 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: * splashes the target with acid Damage (Melee): +12 acid Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of massacre (Madness) (42-63 power, 2 apr)dwarven-steel battleaxe of massacre (Madness) (42-63 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 30% Wil, 50% Mag, 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% Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel battleaxe of erosion (Shrouds) (35-52.5 power, 2 apr)thought-forged dwarven-steel battleaxe of erosion (Shrouds) (35-52.5 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 35.0 - 52.5 Uses stats: 30% Wil, 50% Mag, 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: * 24% chance to cause random gloom Damage (Melee): +16 temporal / +7 nature / +12 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Unlightwarden (Shrouds) (17-22.1 power, 6 apr)Unlightwarden (Shrouds) (17-22.1 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex 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 inflict damage reduction Damage (Melee): +8 cold Burst (radius 1) on hit: +6 fire When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +5% blight Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +30.00 Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of erosion (Corpses) (19.5-25.35 power, 7 apr)acidic dwarven-steel dagger of erosion (Corpses) (19.5-25.35 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +7 temporal / +8 nature Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of projection (Madness) (19-24.7 power, 7 apr)arcing dwarven-steel dagger of projection (Madness) (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +7 mind Curse of Madness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger (Corpses) (21-27.3 power, 7 apr)balanced dwarven-steel dagger (Corpses) (21-27.3 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+1 eff.) Disarm immunity: +24% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of erosion (Shrouds) (18.5-24.05 power, 7 apr)balanced dwarven-steel dagger of erosion (Shrouds) (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +9 nature / +6 temporal When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+1 eff.) Disarm immunity: +19% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of projection (Shrouds) (20.5-26.65 power, 7 apr)chilling dwarven-steel dagger of projection (Shrouds) (20.5-26.65 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 mind / +6 cold Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling steel dagger (Nightmares) (13-16.9 power, 6 apr)chilling steel dagger (Nightmares) (13-16.9 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 cold Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger of massacre (Corpses) (25-32.5 power, 7 apr)flaming dwarven-steel dagger of massacre (Corpses) (25-32.5 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel dagger (Nightmares) (19.5-25.35 power, 7 apr)hateful dwarven-steel dagger (Nightmares) (19.5-25.35 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +8% Living Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger of massacre (Madness) (17-22.1 power, 6 apr)hateful steel dagger of massacre (Madness) (17-22.1 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +7% Living Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger (Misfortune) (16.5-21.45 power, 7 apr)insidious dwarven-steel dagger (Misfortune) (16.5-21.45 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +27 insidious poison Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger of erosion (Madness) (15.5-20.15 power, 7 apr)insidious dwarven-steel dagger of erosion (Madness) (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +25 insidious poison / +8 temporal / +7 nature Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged steel dagger of erosion (Misfortune) (12-15.6 power, 6 apr)thought-forged steel dagger of erosion (Misfortune) (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun 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: * 11% chance to cause random gloom Damage (Melee): +5 temporal / +7 mind / +7 nature When wielded/worn: Changes stats: +2 Cun / +2 Wil Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Cindernull the steel greatmaul (Shrouds) (28-42 power, 2 apr)Cindernull the steel greatmaul (Shrouds) (28-42 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +27 insidious poison / +9 mind Burst (radius 2) on crit: +4 fire When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 8 mind Changes resistances: +6% mind / +15% fire Changes resistances penetration: +10% physical Changes damage: +9% fire / +10% physical Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of massacre (Nightmares) (49.5-74.25 power, 2 apr)dwarven-steel greatmaul of massacre (Nightmares) (49.5-74.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 49.5 - 74.3 Uses stats: 30% Wil, 50% Mag, 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% Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of phasing (Shrouds) (41-61.5 power, 12 apr)dwarven-steel greatmaul of phasing (Shrouds) (41-61.5 power, 12 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Physical crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +23% Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of projection (Corpses) (41.5-62.25 power, 2 apr)dwarven-steel greatmaul of projection (Corpses) (41.5-62.25 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +13 mind Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Furnaceworth the steel greatsword (Misfortune) (25.5-40.8 power, 2 apr)Furnaceworth the steel greatsword (Misfortune) (25.5-40.8 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stats: 30% Wil, 50% Mag, 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: * 20% chance to daze * 23% chance to cause random gloom * Random elemental explosion Damage (Melee): +17 mind Burst (radius 2) on crit: +4 lightning When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Damage when hit (Melee): 8 fire Changes stats: +5 Cun / +5 Wil Changes resistances: +3% lightning / +18% fire Changes resistances penetration: +16% acid / +16% fire / +12% lightning / +13% cold Changes damage: +6% fire Critical mult.: +17.00% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Genocide (Nightmares) (42-67.2 power, 4 apr)Genocide (Nightmares) (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 stats: 30% Wil, 50% Mag, 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 Curse of Nightmares 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. |
This item will automatically be transmogrified when you leave the level. Isara (Madness) (49.5-79.2 power, 2 apr)Isara (Madness) (49.5-79.2 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: 49.5 - 79.2 Uses stats: 30% Wil, 50% Mag, 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 crit: * wounds the target reducing their healing Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 8 arcane Changes resistances penetration: +5% arcane Changes damage: +3% temporal Disarm immunity: +39% Curse of Madness Massive two-handed swords. |
Spectral Blade (Misfortune) (24-38.4 power, 25 apr) Spectral Blade (Misfortune) (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+0 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword of massacre (Misfortune) (45-72 power, 2 apr)arcing dwarven-steel greatsword of massacre (Misfortune) (45-72 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 45.0 - 72.0 Uses stats: 30% Wil, 50% Mag, 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 Damage (Melee): +10 lightning Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel greatsword (Misfortune) (33.5-53.6 power, 2 apr)caustic dwarven-steel greatsword (Misfortune) (33.5-53.6 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stats: 30% Wil, 50% Mag, 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: * 19% chance to corrode armour When wielded/worn: Changes resistances penetration: +10% acid Life regen: +2.00 Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling steel greatsword of projection (Misfortune) (22.5-36 power, 2 apr)chilling steel greatsword of projection (Misfortune) (22.5-36 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stats: 30% Wil, 50% Mag, 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): +7 mind / +14 cold Curse of Misfortune It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Festerblur' (Shrouds) (36-57.6 power, 2 apr)dwarven-steel greatsword 'Festerblur' (Shrouds) (36-57.6 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 30% Wil, 50% Mag, 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: 111% Damage (Melee): +41 insidious poison Burst (radius 1) on hit: +8 arcane When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Damage when hit (Melee): 4 nature Changes stats: +5 Dex Changes resistances: +5% arcane Changes resistances penetration: +5% nature / +12% physical Changes damage: +12% physical Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of erosion (Corpses) (36.5-58.4 power, 2 apr)dwarven-steel greatsword of erosion (Corpses) (36.5-58.4 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +10 nature / +12 temporal Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of massacre (Misfortune) (47-75.2 power, 2 apr)dwarven-steel greatsword of massacre (Misfortune) (47-75.2 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.0 - 75.2 Uses stats: 30% Wil, 50% Mag, 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% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of purging (Shrouds) (39-62.4 power, 2 apr)dwarven-steel greatsword of purging (Shrouds) (39-62.4 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stats: 30% Wil, 50% Mag, 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 to remove a magical effect Damage (Melee): +10 nature Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel greatsword (Misfortune) (34.5-55.2 power, 2 apr)insidious dwarven-steel greatsword (Misfortune) (34.5-55.2 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +14 insidious poison Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel greatsword of projection (Shrouds) (38-60.8 power, 2 apr)insidious dwarven-steel greatsword of projection (Shrouds) (38-60.8 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +31 insidious poison / +7 mind Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
iron greatsword 'Eilinumille' (Corpses) (19-30.4 power, 1 apr) iron greatsword 'Eilinumille' (Corpses) (19-30.4 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 19.0 - 30.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Burst (radius 2) on crit: +8 temporal When wielded/worn: Changes resistances: +3% acid / +3% temporal Changes damage: +3% acid Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron greatsword of massacre (Shrouds) (24-38.4 power, 1 apr)iron greatsword of massacre (Shrouds) (24-38.4 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of massacre (Misfortune) (36.5-58.4 power, 2 apr)steel greatsword of massacre (Misfortune) (36.5-58.4 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 30% Wil, 50% Mag, 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% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of massacre (Misfortune) (35.5-56.8 power, 2 apr)steel greatsword of massacre (Misfortune) (35.5-56.8 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.5 - 56.8 Uses stats: 30% Wil, 50% Mag, 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% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of purging (Nightmares) (25.5-40.8 power, 2 apr)steel greatsword of purging (Nightmares) (25.5-40.8 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stats: 30% Wil, 50% Mag, 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 to remove a magical effect Damage (Melee): +7 nature Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Lisulaith (Corpses)Lisulaith (Corpses) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +11 acid When wielded/worn: Changes stats: +6 Wil / +3 Mag Changes damage: +11% acid / +14% arcane / +3% blight Critical mult.: +5.00% Mana each turn: +0.08 Spellpower: +9 (+1 eff.) Spell crit. chance: +2% Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Samedurach the yew longbow (Nightmares)Samedurach the yew longbow (Nightmares) Requires: - 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. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +8 (+1 eff.) Changes stats: +4 Str / +2 Mag / +3 Wil / +3 Con Talent mastery: +0.20 Wild-gift / Fungus Talent cooldown: Steady Shot (-1 turn) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +2 (+0 eff.) New effects duration reduction after a teleport: +10% Curse of Nightmares It can be used to regenerate 78 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. fungal ash longbow (Shrouds)fungal ash longbow (Shrouds) Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.10 Wild-gift / Fungus Curse of Shrouds It can be used to regenerate 94 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty ash longbow (Corpses)mighty ash longbow (Corpses) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Str Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow (Shrouds)mighty yew longbow (Shrouds) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's elven-wood longbow of power (Shrouds)ranger's elven-wood longbow of power (Shrouds) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +5 Dex Changes resistances penetration: +8% physical Changes damage: +8% physical Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's yew longbow (Misfortune)ranger's yew longbow (Misfortune) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +2 Dex Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady yew longbow (Corpses)steady yew longbow (Corpses) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +7 (+2 eff.) Talent cooldown: Steady Shot (-1 turn) Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady yew longbow (Madness)steady yew longbow (Madness) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +8 (+2 eff.) Talent cooldown: Steady Shot (-1 turn) Curse of Madness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady yew longbow (Shrouds)steady yew longbow (Shrouds) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +7 (+2 eff.) Talent cooldown: Steady Shot (-1 turn) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady yew longbow of dexterity (+4) (Corpses)steady yew longbow of dexterity (+4) (Corpses) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +4 Dex Changes resistances penetration: +11% physical Talent cooldown: Steady Shot (-1 turn) Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Fulydodig the Taintbreaker (Shrouds) (21.5-30.1 power, 4 apr)Fulydodig the Taintbreaker (Shrouds) (21.5-30.1 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: 21.5 - 30.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +22 insidious poison / +13 temporal / +12 nature When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+2 eff.) Changes resistances: +9% fire Physical save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Disease immunity: +10% Disarm immunity: +34% Only die when reaching: -60.00 life Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Gloomparry the steel longsword (Shrouds) (25.5-35.7 power, 3 apr)Gloomparry the steel longsword (Shrouds) (25.5-35.7 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: 25.5 - 35.7 Uses stats: 30% Wil, 50% Mag, 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: * 9% chance to disease On weapon crit: * cripple the target Damage (Melee): +13 blight / +8 darkness Burst (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 4 darkness Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +6% darkness Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword of erosion (Madness) (24-33.6 power, 4 apr)balanced dwarven-steel longsword of erosion (Madness) (24-33.6 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +5 nature / +7 temporal When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +11 (+2 eff.) Disarm immunity: +26% Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword of projection (Misfortune) (25-35 power, 4 apr)balanced dwarven-steel longsword of projection (Misfortune) (25-35 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +11 mind When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+1 eff.) Disarm immunity: +20% Curse of Misfortune It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword of projection (Shrouds) (23.5-32.9 power, 4 apr)balanced dwarven-steel longsword of projection (Shrouds) (23.5-32.9 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +8 mind When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+2 eff.) Disarm immunity: +22% Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword 'Emunn' (Nightmares) (24-33.6 power, 4 apr)dwarven-steel longsword 'Emunn' (Nightmares) (24-33.6 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stats: 30% Wil, 50% Mag, 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: * wounds the target reducing their healing When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Physical crit. chance: +10.0% Physical power: +9 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes stats: +4 Str Changes resistances penetration: +8% physical Changes damage: +3% blight / +14% physical Stamina when hit: +1.00 Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Maximum vim: +10.00 Spell crit. chance: +2% Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword of erosion (Madness) (23.5-32.9 power, 4 apr)dwarven-steel longsword of erosion (Madness) (23.5-32.9 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +6 nature / +8 temporal Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword of massacre (Corpses) (31.5-44.1 power, 4 apr)dwarven-steel longsword of massacre (Corpses) (31.5-44.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stats: 30% Wil, 50% Mag, 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% Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel longsword of projection (Nightmares) (12.5-17.5 power, 3 apr)flaming steel longsword of projection (Nightmares) (12.5-17.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +6 mind Burst (radius 1) on hit: +5 fire Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel longsword (Corpses) (26-36.4 power, 4 apr)insidious dwarven-steel longsword (Corpses) (26-36.4 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 26.0 - 36.4 Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +22 insidious poison Curse of Corpses Sharp, long, and deadly. |
iron longsword (Corpses) (11.5-16.1 power, 2 apr) iron longsword (Corpses) (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel longsword (Corpses) (24-33.6 power, 4 apr)slime-covered dwarven-steel longsword (Corpses) (24-33.6 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stats: 30% Wil, 50% Mag, 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: * Slows global speed by 8% Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Blindtaint the dwarven-steel mace (Corpses) (28.5-39.9 power, 4 apr)Blindtaint the dwarven-steel mace (Corpses) (28.5-39.9 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: 28.5 - 39.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom Damage (Melee): +13 temporal / +7 mind / +11 nature When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +3 Wil / +3 Cun / +3 Con Changes resistances: +3% light Changes resistances penetration: +5% light / +8% physical Changes damage: +9% light Disarm immunity: +18% Light radius: +3 Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Shadowvault (Madness) (34-47.6 power, 4 apr)Shadowvault (Madness) (34-47.6 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 34.0 - 47.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +3 Dex Changes resistances: +3% lightning Changes damage: +18% darkness / +6% lightning Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel mace of phasing (Nightmares) (26-36.4 power, 11 apr)arcing dwarven-steel mace of phasing (Nightmares) (26-36.4 power, 11 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +23% Damage (Melee): +10 lightning Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel mace (Misfortune) (27.5-38.5 power, 4 apr)insidious dwarven-steel mace (Misfortune) (27.5-38.5 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stats: 30% Wil, 50% Mag, 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): +23 insidious poison Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Brodasin the thorny mindstar (Corpses) (7.5-8.25 power, 24 apr, nature damage)Brodasin the thorny mindstar (Corpses) (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 acid When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% mind Physical save: +5 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.20 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Charged Focus (Madness) (10-11 power, 24 apr, lightning damage)Charged Focus (Madness) (10-11 power, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Lightning Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Curse of Madness Electrical energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level. Deluroddayon (Shrouds) (7.5-8.25 power, 24 apr, mind damage)Deluroddayon (Shrouds) (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 7.5 - 8.3 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +11 bleed When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Cun / +1 Wil Changes resistances penetration: +4% acid / +5% fire / +4% cold / +5% physical Changes damage: +7% acid / +21% physical / +8% cold / +18% mind / +11% fire Critical mult.: +16.00% Equilibrium when hit: +0.08 Psi when hit: +0.04 Mindpower: +6 (+1 eff.) Mental crit. chance: +14% Infravision radius: +3 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Moldhunt the thorny mindstar (Nightmares) (8.5-9.35 power, 24 apr, mind damage)Moldhunt the thorny mindstar (Nightmares) (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Damage when hit (Melee): 5 mind / 4 darkness Changes stats: +6 Wil Changes resistances: +5% blight / +6% nature Changes damage: +3% blight / +7% mind / +5% darkness / +7% nature Critical mult.: +10.00% Physical save: +4 (+1 eff.) Disease immunity: +17% Mana each turn: +0.04 Vim when firing critical spell: +1.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Thunderserpent (Shrouds) (9-9.9 power, 24 apr, mind damage)Thunderserpent (Shrouds) (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 9.0 - 9.9 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to disease * 20% chance to daze Damage (Melee): +16 lightning / +4 blight When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +6% blight Changes damage: +3% blight / +9% lightning Physical save: +5 (+1 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Life regen: +0.70 Equilibrium when hit: +0.70 Hate when firing a critical mind attack: +3.00 Maximum life: +20.00 Maximum hate: +10.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Life leech chance: +13% Life leech: +13% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Xulaith (Nightmares) (8-8.8 power, 24 apr, mind damage)Xulaith (Nightmares) (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +9.5% Attack speed: 100% Damage (Melee): +12 temporal / +6 cold / +10 nature slow When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +2 Mag Changes resistances: +10% light / +5% fire / +3% nature / +6% darkness Changes damage: +5% acid / +10% temporal / +5% darkness / +4% cold / +7% nature Blindness immunity: +10% Equilibrium when hit: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Infravision radius: +2 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blooming mossy mindstar (Nightmares) (3-3.3 power, 12 apr, nature damage)blooming mossy mindstar (Nightmares) (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +14 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blooming thorny mindstar of the jelly (Madness) (8-8.8 power, 24 apr, nature damage)blooming thorny mindstar of the jelly (Madness) (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +5% acid Equilibrium when hit: +0.80 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +26 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blooming vined mindstar of clarity (Corpses) (4-4.4 power, 18 apr, mind damage)blooming vined mindstar of clarity (Corpses) (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +4 (+1 eff.) Maximum psi: +18.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +12 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar (Shrouds) (10-11 power, 24 apr, mind damage)creative thorny mindstar (Shrouds) (10-11 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +6.00% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar of the jelly (Nightmares) (8.5-9.35 power, 24 apr, nature damage)creative thorny mindstar of the jelly (Nightmares) (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes damage: +3% acid Critical mult.: +8.00% Equilibrium when hit: +1.10 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cunning thorny mindstar (Nightmares) (9-9.9 power, 24 apr, nature damage)cunning thorny mindstar (Nightmares) (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +10.00% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cunning thorny mindstar of life (Misfortune) (8.5-9.35 power, 24 apr, mind damage)cunning thorny mindstar of life (Misfortune) (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +8.00% Life regen: +1.00 Maximum life: +24.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cunning vined mindstar (Madness) (5.5-6.05 power, 18 apr, nature damage)cunning vined mindstar (Madness) (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +9.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cunning vined mindstar of life (Shrouds) (5.5-6.05 power, 18 apr, mind damage)cunning vined mindstar of life (Shrouds) (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +8.00% Life regen: +0.90 Maximum life: +15.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. enduring thorny mindstar (Shrouds) (9.5-10.45 power, 24 apr, mind damage)enduring thorny mindstar (Shrouds) (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances: +8% nature / +6% physical Talent mastery: +0.10 Technique / Conditioning Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. enduring thorny mindstar of life (Misfortune) (8-8.8 power, 24 apr, nature damage)enduring thorny mindstar of life (Misfortune) (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +8% nature / +7% physical Talent mastery: +0.10 Technique / Conditioning Life regen: +0.60 Maximum life: +30.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. enduring thorny mindstar of life (Nightmares) (8.5-9.35 power, 24 apr, nature damage)enduring thorny mindstar of life (Nightmares) (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Changes resistances: +7% nature / +7% physical Talent mastery: +0.10 Technique / Conditioning Life regen: +0.50 Maximum life: +27.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. enduring thorny mindstar of the jelly (Corpses) (7.5-8.25 power, 24 apr, mind damage)enduring thorny mindstar of the jelly (Corpses) (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Changes resistances: +7% nature / +5% physical Changes damage: +4% acid Talent mastery: +0.20 Technique / Conditioning Equilibrium when hit: +1.10 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted pulsing mindstar of the jelly (Corpses) (13-14.3 power, 32 apr, nature damage)gifted pulsing mindstar of the jelly (Corpses) (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +5% acid Equilibrium when hit: +0.80 Mindpower: +11 (+2 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted pulsing mindstar of the jelly (Madness) (13-14.3 power, 32 apr, mind damage)gifted pulsing mindstar of the jelly (Madness) (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +2% acid Equilibrium when hit: +0.60 Mindpower: +16 (+2 eff.) Mental crit. chance: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (Nightmares) (8-8.8 power, 24 apr, nature damage)gifted thorny mindstar (Nightmares) (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +11 (+2 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (Nightmares) (8-8.8 power, 24 apr, mind damage)gifted thorny mindstar (Nightmares) (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of balance (Corpses) (8-8.8 power, 24 apr, nature damage)gifted thorny mindstar of balance (Corpses) (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +2 (+0 eff.) Spell save: +5 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.80 Mindpower: +11 (+2 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of balance (Madness) (8.5-9.35 power, 24 apr, mind damage)gifted thorny mindstar of balance (Madness) (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +10 (+1 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of clarity (Nightmares) (16-17.6 power, 40 apr, nature damage)horrifying living mindstar of clarity (Nightmares) (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 2 darkness Changes damage: +5% mind / +5% darkness Mental save: +2 (+1 eff.) Maximum psi: +10.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying thorny mindstar of balance (Misfortune) (9-9.9 power, 24 apr, mind damage)horrifying thorny mindstar of balance (Misfortune) (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +3% mind / +4% darkness Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's thorny mindstar (Madness) (9.5-10.45 power, 24 apr, mind damage)nature's thorny mindstar (Madness) (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +6% nature Disease immunity: +11% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of resolve (Madness) (5-5.5 power, 18 apr, mind damage)nature's vined mindstar of resolve (Madness) (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% blight Changes damage: +3% nature Physical save: +2 (+0 eff.) Disease immunity: +10% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of balance (Misfortune) (9-9.9 power, 24 apr, mind damage)thorny mindstar of balance (Misfortune) (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.30 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of balance (Nightmares) (9.5-10.45 power, 24 apr, nature damage)thorny mindstar of balance (Nightmares) (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +4 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of balance (Shrouds) (8-8.8 power, 24 apr, nature damage)thorny mindstar of balance (Shrouds) (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +4 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.80 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of life (Shrouds) (7-7.7 power, 24 apr, nature damage)thorny mindstar of life (Shrouds) (7-7.7 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Life regen: +1.10 Maximum life: +19.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of the jelly (Corpses) (7.5-8.25 power, 24 apr, nature damage)thorny mindstar of the jelly (Corpses) (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +4% acid Equilibrium when hit: +0.70 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of the jelly (Corpses) (7.5-8.25 power, 24 apr, mind damage)thorny mindstar of the jelly (Corpses) (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +4% acid Equilibrium when hit: +1.20 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Lorinariyon the Sparkreeve (Nightmares)Lorinariyon the Sparkreeve (Nightmares) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +6 cold Burst (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Changes stats: +4 Str / +2 Mag / +1 Wil Changes damage: +13% cold Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +40.00 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. hardened leather sling of cold (Nightmares)hardened leather sling of cold (Nightmares) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +9 cold When wielded/worn: Changes damage: +13% cold Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling (Shrouds)mighty hardened leather sling (Shrouds) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Str Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of cunning (+3) (Nightmares)mighty hardened leather sling of cunning (+3) (Nightmares) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str / +4 Cun Changes resistances penetration: +13% physical Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Brodugund (Shrouds) (20-24 power, 4 apr, acid element)Brodugund (Shrouds) (20-24 power, 4 apr, acid 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 stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +2 Str / +1 Wil Changes damage: +20% acid Grants telepathy: Dragon Talent granted: +1 Command Staff Mana each turn: +0.44 Maximum mana: +59.00 Spellpower: +22 (+3 eff.) Spell crit. chance: +3% See invisible: +15 Casting speed: +13% Paradox regeneration: -3.00 Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Flamestoker (Corpses) (10-12 power, 2 apr, cold element)Flamestoker (Corpses) (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 draining blight Burst (radius 1) on hit: +8 fire When wielded/worn: Changes stats: +3 Dex / +4 Mag / +7 Cun / +4 Con Changes damage: +10% cold Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +25.00% Vim when firing critical spell: +7.00 Maximum vim: +45.00 Maximum neg.energy: +47.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Infravision radius: +3 Life leech chance: +7% Life leech: +6% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Gloramira (Shrouds) (25-30 power, 4 apr, arcane element)Gloramira (Shrouds) (25-30 power, 4 apr, arcane 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: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +6% cold Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Mental save: +10 (+3 eff.) Blindness immunity: +5% Stun/Freeze immunity: +10% Teleport immunity: +5% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +12 (+1 eff.) Spell crit. chance: +3% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Xanuwen the Umbraslice (Madness) (20-24 power, 4 apr, cold element)Xanuwen the Umbraslice (Madness) (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +4 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 blight Changes stats: +4 Cun Changes resistances: +3% blight / +6% darkness Changes damage: +12% darkness / +20% cold Talent granted: +1 Command Staff Critical mult.: +9.00% Vim when firing critical spell: +3.00 Maximum vim: +15.00 Maximum pos.energy: +21.00 Spellpower: +17 (+2 eff.) Spell crit. chance: +6% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Zubinor the Blastfury (Madness) (10-12 power, 2 apr, blight element)Zubinor the Blastfury (Madness) (10-12 power, 2 apr, blight element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to daze Damage (Melee): +8 lightning / +12 nature Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Defense: +6 (+1 eff.) Effects on melee hit: * 7% chance to blind Damage (Melee): 8 nature Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning Changes damage: +10% blight / +6% nature Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +4% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +7 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 281.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff of power (Misfortune) (15-18 power, 3 apr, fire element)ash magestaff of power (Misfortune) (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +14 (+2 eff.) Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of blood (Misfortune) (15-18 power, 3 apr, light element)ash starstaff of blood (Misfortune) (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 draining blight When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Life leech chance: +7% Life leech: +7% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of illumination (Madness) (15-18 power, 3 apr, darkness element)ash starstaff of illumination (Madness) (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 209.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of illumination (Misfortune) (15-18 power, 3 apr, temporal element)ash starstaff of illumination (Misfortune) (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 9% chance to blind Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 281.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elm starstaff of might (Nightmares) (10-12 power, 2 apr, darkness element)cruel elm starstaff of might (Nightmares) (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +7% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff of illumination (Corpses) (20-24 power, 4 apr, fire element)cruel yew magestaff of illumination (Corpses) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +6 (+1 eff.) Effects on melee hit: * 10% chance to blind Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 209.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff (Corpses) (20-24 power, 4 apr, blight element)cruel yew vilestaff (Corpses) (20-24 power, 4 apr, blight element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff (Corpses) (20-24 power, 4 apr, fire element)cruel yew vilestaff (Corpses) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff of illumination (Madness) (20-24 power, 4 apr, fire element)cruel yew vilestaff of illumination (Madness) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +7 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 281.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. defender's yew magestaff of illumination (Madness) (20-24 power, 4 apr, fire element)defender's yew magestaff of illumination (Madness) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +15 (+3 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 209.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. defender's yew magestaff of might (Misfortune) (20-24 power, 4 apr, arcane element)defender's yew magestaff of might (Misfortune) (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Changes damage: +20% arcane Talent granted: +1 Command Staff Physical save: +2 (+0 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +10% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. druid's ash starstaff (Nightmares) (15-18 power, 3 apr, physical element)druid's ash starstaff (Nightmares) (15-18 power, 3 apr, physical element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage conversion: 27% nature When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +7% nature Changes damage: +10% nature / +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen ash starstaff of might (Nightmares) (15-18 power, 3 apr, light element)earthen ash starstaff of might (Nightmares) (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes damage: +15% light Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +6 (+0 eff.) Spell crit. chance: +8% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen yew magestaff (Madness) (20-24 power, 4 apr, arcane element)earthen yew magestaff (Madness) (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes damage: +20% arcane Talent granted: +1 Command Staff Physical save: +2 (+0 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen yew magestaff (Madness) (20-24 power, 4 apr, cold element)earthen yew magestaff (Madness) (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes damage: +20% cold Talent granted: +1 Command Staff Physical save: +2 (+0 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood vilestaff of hiking (Nightmares) (25-30 power, 5 apr, fire element)elven-wood vilestaff of hiking (Nightmares) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Maximum encumbrance: +14 Maximum stamina: +10.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Movement speed: +11% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash magestaff (Madness) (18-21.6 power, 3 apr, fire element)potent ash magestaff (Madness) (18-21.6 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% fire Talent granted: +1 Command Staff Spellpower: +8 (+1 eff.) Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent yew magestaff of dawn (Corpses) (24-28.8 power, 4 apr, cold element)potent yew magestaff of dawn (Corpses) (24-28.8 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes damage: +24% cold Talent granted: +1 Command Staff Maximum pos.energy: +25.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering yew magestaff of might (Corpses) (20-24 power, 4 apr, arcane element)shimmering yew magestaff of might (Corpses) (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Mana each turn: +0.20 Maximum mana: +30.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +11% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering yew magestaff of might (Nightmares) (20-24 power, 4 apr, cold element)shimmering yew magestaff of might (Nightmares) (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +56.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +8% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short yew magestaff of illumination (Nightmares) (20-24 power, 4 apr, fire element)short yew magestaff of illumination (Nightmares) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 209.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short yew starstaff of fate (Corpses) (20-24 power, 4 apr, temporal element)short yew starstaff of fate (Corpses) (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +8% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short yew vilestaff (Misfortune) (20-24 power, 4 apr, blight element)short yew vilestaff (Misfortune) (20-24 power, 4 apr, blight element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone magestaff of might (Madness) (30-36 power, 6 apr, arcane element)surging dragonbone magestaff of might (Madness) (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+2 eff.) Spell crit. chance: +11% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of might (Shrouds) (20-24 power, 4 apr, fire element)yew magestaff of might (Shrouds) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +8% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff (Nightmares) (20-24 power, 4 apr, temporal element)yew starstaff (Nightmares) (20-24 power, 4 apr, temporal element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff of illumination (Shrouds) (20-24 power, 4 apr, temporal element)yew starstaff of illumination (Shrouds) (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 281.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff of might (Madness) (20-24 power, 4 apr, light element)yew starstaff of might (Madness) (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +11% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of blood (Misfortune) (20-24 power, 4 apr, fire element)yew vilestaff of blood (Misfortune) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 draining blight When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Life leech chance: +7% Life leech: +6% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of illumination (Corpses) (20-24 power, 4 apr, blight element)yew vilestaff of illumination (Corpses) (20-24 power, 4 apr, blight element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 209.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of illumination (Misfortune) (20-24 power, 4 apr, darkness element)yew vilestaff of illumination (Misfortune) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +2 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 281.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of illumination (Shrouds) (20-24 power, 4 apr, darkness element)yew vilestaff of illumination (Shrouds) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 9% chance to blind Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +2 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 281.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of illumination (Shrouds) (20-24 power, 4 apr, darkness element)yew vilestaff of illumination (Shrouds) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 209.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of might (Corpses) (20-24 power, 4 apr, blight element)yew vilestaff of might (Corpses) (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +10% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of projection (Shrouds) (20-24 power, 4 apr, darkness element)yew vilestaff of projection (Shrouds) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +12 (+1 eff.) Spell crit. chance: +6% Curse of Shrouds It can be used to project a bolt elemental energy from the staff (to range 8) dealing 242.21 to 290.65 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamgun of lightning (Nightmares)dwarven-steel steamgun of lightning (Nightmares) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +8 lightning Attacks use: 2.0 Steam When wielded/worn: Changes damage: +11% lightning Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamgun of power (Nightmares)dwarven-steel steamgun of power (Nightmares) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +8% physical Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. fungal dwarven-steel steamgun of power (Shrouds)fungal dwarven-steel steamgun of power (Shrouds) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +15% physical Changes damage: +8% physical Talent mastery: +0.10 Wild-gift / Fungus Curse of Shrouds It can be used to regenerate 108 life over 5 turns, putting all charms on cooldown for 18 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mighty dwarven-steel steamgun (Corpses)mighty dwarven-steel steamgun (Corpses) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +3 Str Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mighty dwarven-steel steamgun (Corpses)mighty dwarven-steel steamgun (Corpses) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mighty dwarven-steel steamgun of cunning (+3) (Shrouds)mighty dwarven-steel steamgun of cunning (+3) (Shrouds) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str / +4 Cun Changes resistances penetration: +11% physical Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mighty dwarven-steel steamgun of fire (Madness)mighty dwarven-steel steamgun of fire (Madness) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +6 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str Changes damage: +10% fire Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mighty iron steamgun of cold (Nightmares)mighty iron steamgun of cold (Nightmares) Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +6 cold Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str Changes damage: +10% cold Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. overgrown dwarven-steel steamgun of power (Corpses)overgrown dwarven-steel steamgun of power (Corpses) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +13% physical Life regen: +0.50 Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. steel steamgun of acid (Misfortune)steel steamgun of acid (Misfortune) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +7 acid Attacks use: 2.0 Steam When wielded/worn: Changes damage: +8% acid Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. strafer's dwarven-steel steamgun (Misfortune)strafer's dwarven-steel steamgun (Misfortune) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Talent cooldown: Strafe (-2 turns) Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel steamsaw of resilience (Corpses) (25.5-38.25 power, 14 apr)acidic dwarven-steel steamsaw of resilience (Corpses) (25.5-38.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 25.5 - 38.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 18 acid Talent granted: +2 Block Maximum life: +52.00 Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. acidic steel steamsaw (Nightmares) (14-21 power, 8 apr)acidic steel steamsaw (Nightmares) (14-21 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 13 acid Talent granted: +1 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. acidic steel steamsaw of projection (Shrouds) (16-24 power, 8 apr)acidic steel steamsaw of projection (Shrouds) (16-24 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.0 - 24.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +22 Damage (Melee): +8 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 14 acid Talent granted: +1 Block Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamsaw of acid resistance (+18%) (Misfortune) (23-34.5 power, 14 apr)dwarven-steel steamsaw of acid resistance (+18%) (Misfortune) (23-34.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +18% acid Talent granted: +2 Block Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. shocking steel steamsaw of erosion (Corpses) (14.5-21.75 power, 8 apr)shocking steel steamsaw of erosion (Corpses) (14.5-21.75 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.5 - 21.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +22 Damage (Melee): +8 nature / +7 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 lightning Damage when hit (Melee): 14 lightning Talent granted: +1 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. steel steamsaw of physical resistance (+11%) (Nightmares) (13-19.5 power, 8 apr)steel steamsaw of physical resistance (+11%) (Nightmares) (13-19.5 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.0 - 19.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +11% physical Talent granted: +1 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Emelorebeth the dwarven-steel waraxe (Madness) (20.5-28.7 power, 4 apr)Emelorebeth the dwarven-steel waraxe (Madness) (20.5-28.7 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: 20.5 - 28.7 Uses stats: 30% Wil, 50% Mag, 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: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +13 nature / +14 temporal When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +10% mind / +10% darkness Physical save: +10 (+3 eff.) Spell save: +25 (+8 eff.) Disarm immunity: +5% Knockback immunity: +5% Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Layylaith the Satyrgrit (Nightmares) (18.5-25.9 power, 4 apr)Layylaith the Satyrgrit (Nightmares) (18.5-25.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stats: 30% Wil, 50% Mag, 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% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 17% chance to cause random gloom * 10% chance to disease Damage (Melee): +10 light / +8 blight / +14 mind / +16 nature Damage against: +5% Undead When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +4 Cun / +3 Wil Changes resistances: +6% nature / +3% temporal Disease immunity: +18% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Mayoyarin the dwarven-steel waraxe (Shrouds) (23-32.2 power, 4 apr)Mayoyarin the dwarven-steel waraxe (Shrouds) (23-32.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stats: 30% Wil, 50% Mag, 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% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +8 (+2 eff.) Changes stats: +1 Cun Changes damage: +12% physical Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +27% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Silobrevena (Misfortune) (21-29.4 power, 4 apr)Silobrevena (Misfortune) (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 stats: 30% Wil, 50% Mag, 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): +4 blight / +10 temporal / +8 nature When wielded/worn: Physical crit. chance: +8.0% Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes resistances: +6% acid / +6% cold / +9% mind / +5% all Changes resistances penetration: +8% nature Spell save: +20 (+7 eff.) Cut immunity: +10% Only die when reaching: -40.00 life Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel waraxe (Corpses) (18.5-25.9 power, 4 apr)arcing dwarven-steel waraxe (Corpses) (18.5-25.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stats: 30% Wil, 50% Mag, 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 (Melee): +7 lightning Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel waraxe (Nightmares) (17.5-24.5 power, 4 apr)balanced dwarven-steel waraxe (Nightmares) (17.5-24.5 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stats: 30% Wil, 50% Mag, 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% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+1 eff.) Disarm immunity: +20% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe of projection (Nightmares) (11-15.4 power, 2 apr)balanced iron waraxe of projection (Nightmares) (11-15.4 power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 mind When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+1 eff.) Disarm immunity: +23% Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe (Misfortune) (15.5-21.7 power, 3 apr)balanced steel waraxe (Misfortune) (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stats: 30% Wil, 50% Mag, 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% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+1 eff.) Disarm immunity: +22% Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Bethussra' (Nightmares) (17-23.8 power, 4 apr)dwarven-steel waraxe 'Bethussra' (Nightmares) (17-23.8 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: 17.0 - 23.8 Uses stats: 30% Wil, 50% Mag, 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 crit: * splashes the target with acid Damage (Melee): +11 acid When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Changes stats: +4 Dex Changes resistances: +9% cold Critical mult.: +13.00% Disease immunity: +15% Cut immunity: +10% Silence immunity: +10% Equilibrium when hit: +0.12 Maximum hate: +2.00 Heals friendly targets nearby when you use a nature summon: +20 Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Duatheljeer' (Nightmares) (23-32.2 power, 4 apr)dwarven-steel waraxe 'Duatheljeer' (Nightmares) (23-32.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stats: 30% Wil, 50% Mag, 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: * 19% chance to daze Damage (Melee): +4 arcane Burst (radius 1) on hit: +4 darkness / +13 fire When wielded/worn: Armour penetration: +7 Physical crit. chance: +9.0% Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +3 Dex / +1 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +6% darkness Changes resistances penetration: +8% lightning / +10% arcane Changes damage: +6% darkness / +3% arcane Critical mult.: +14.00% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Glinttouch' (Corpses) (17.5-24.5 power, 4 apr)dwarven-steel waraxe 'Glinttouch' (Corpses) (17.5-24.5 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: 17.5 - 24.5 Uses stats: 30% Wil, 50% Mag, 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: * 11% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +14 cold When wielded/worn: Accuracy: +16 (+4 eff.) Fatigue: -6% Changes stats: +2 Str / +3 Dex / +2 Con Changes resistances penetration: +5% light Changes damage: +3% light Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Gloryseth' (Nightmares) (21-29.4 power, 4 apr)dwarven-steel waraxe 'Gloryseth' (Nightmares) (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 stats: 30% Wil, 50% Mag, 100% Str Damage type: Arcane 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 On weapon crit: * cripple the target Damage (Melee): +10 cold / +10 light Damage against: +16% Undead When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 4 temporal Changes resistances: +5% arcane Changes resistances penetration: +5% temporal Changes damage: +3% temporal Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of persecution (Misfortune) (21.5-30.1 power, 4 apr)dwarven-steel waraxe of persecution (Misfortune) (21.5-30.1 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stats: 30% Wil, 50% Mag, 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 against: +10% Unnatural When wielded/worn: Changes stats: +2 Wil Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe of projection (Corpses) (20-28 power, 4 apr)flaming dwarven-steel waraxe of projection (Corpses) (20-28 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stats: 30% Wil, 50% Mag, 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): +8 mind Burst (radius 1) on hit: +8 fire Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
iron waraxe (Shrouds) (12-16.8 power, 2 apr) iron waraxe (Shrouds) (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe (Shrouds) (11-15.4 power, 2 apr)iron waraxe (Shrouds) (11-15.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of massacre (Misfortune) (21-29.4 power, 3 apr)steel waraxe of massacre (Misfortune) (21-29.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 21.0 - 29.4 Uses stats: 30% Wil, 50% Mag, 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% Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather belt (Misfortune)grounding hardened leather belt (Misfortune) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% lightning / +7% temporal Curse of Misfortune A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Flashroar' (Misfortune)hardened leather belt 'Flashroar' (Misfortune) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 darkness / 8 light Changes stats: +4 Str / +5 Con Changes resistances: +3% darkness / +3% light Changes resistances penetration: +15% darkness / +10% light Reduced damage from: +57% Summoned Physical save: +9 (+3 eff.) Size category: +1 Curse of Misfortune A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of life (Shrouds)hardened leather belt of life (Shrouds) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Life regen: +0.60 Healing mod.: +13% Curse of Shrouds A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of the mystic (Misfortune)hardened leather belt of the mystic (Misfortune) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Mental save: +10 (+3 eff.) Spellpower: +3 (+0 eff.) Curse of Misfortune A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt (Corpses)insulating hardened leather belt (Corpses) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% fire / +7% cold Curse of Corpses A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt (Nightmares)insulating hardened leather belt (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% fire / +9% cold Curse of Nightmares A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt (Nightmares)insulating hardened leather belt (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% fire / +7% cold Curse of Nightmares A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. monstrous hardened leather belt of valiance (Shrouds)monstrous hardened leather belt of valiance (Shrouds) Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +3 Str / +2 Wil / +3 Con Physical save: +5 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +48.00 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
rough leather belt of the mystic (Misfortune) rough leather belt of the mystic (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Spellpower: +2 (+0 eff.) Curse of Misfortune A belt that goes around your waist. |
Amafast the linen cloak (Shrouds) (1 def, 0 armour) Amafast the linen cloak (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Blindness immunity: +15% Disarm immunity: +5% Pinning immunity: +15% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Dragorn the cashmere cloak (Madness) (10 def, 0 armour)Dragorn the cashmere cloak (Madness) (10 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Defense: +10 (+2 eff.) Fatigue: -4% Changes stats: +1 Str / +4 Dex / +3 Cun / +2 Con Reduces incoming crit damage: 5.00% Physical save: +14 (+4 eff.) Mental save: +8 (+2 eff.) Stamina each turn: +0.60 Only die when reaching: -50.00 life Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Layewyn (Nightmares) (2 def, 0 armour)Layewyn (Nightmares) (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: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +2 (+0 eff.) Changes stats: +4 Str / +6 Mag / +3 Wil / +5 Con Maximum encumbrance: +10 Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Stamina each turn: +0.40 Maximum life: +56.00 Maximum mana: +50.00 Maximum stamina: +10.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of battle (Misfortune) (2 def, 0 armour)cashmere cloak of battle (Misfortune) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+0 eff.) Fatigue: -2% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak (Misfortune) (9 def, 0 armour)enveloping cashmere cloak (Misfortune) (9 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Physical save: +9 (+3 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of Iron Throne (Nightmares) (9 def, 0 armour)enveloping cashmere cloak of Iron Throne (Nightmares) (9 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +1 Str / +1 Con Physical save: +7 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of Iron Throne (Shrouds) (10 def, 0 armour)enveloping cashmere cloak of Iron Throne (Shrouds) (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Str / +3 Con Physical save: +6 (+2 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. linen cloak of Eldoral (Nightmares) (1 def, 0 armour)linen cloak of Eldoral (Nightmares) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. linen cloak of Iron Throne (Corpses) (1 def, 0 armour)linen cloak of Iron Throne (Corpses) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. regal cashmere cloak of protection (Madness) (2 def, 0 armour)regal cashmere cloak of protection (Madness) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Wil Spell save: +8 (+3 eff.) Mental save: +15 (+4 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. resilient cashmere cloak (Corpses) (2 def, 0 armour)resilient cashmere cloak (Corpses) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Maximum life: +36.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. resilient cashmere cloak (Madness) (2 def, 0 armour)resilient cashmere cloak (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Maximum life: +30.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. resilient linen cloak of Eldoral (Corpses) (1 def, 0 armour)resilient linen cloak of Eldoral (Corpses) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +31.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled linen cloak of the voidstalker (Shrouds) (1 def, 0 armour)spellcowled linen cloak of the voidstalker (Shrouds) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Wil Changes resistances: +11% darkness / +11% temporal Spell save: +6 (+2 eff.) Maximum mana: +40.00 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% Curse of Shrouds It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick cashmere cloak (Corpses) (2 def, 5 armour)thick cashmere cloak (Corpses) (2 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Changes resistances: +17% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Relgyndil (Misfortune) (2 def, 0 armour)Relgyndil (Misfortune) (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 resistances: +9% lightning / +29% darkness / +11% fire / +8% blight / +12% cold / +18% nature / +6% light Changes damage: +14% darkness / +12% nature / +12% mind Physical save: +14 (+4 eff.) Spell save: +25 (+8 eff.) Mental save: +13 (+3 eff.) Silence immunity: +10% Stun/Freeze immunity: +5% Psi when hit: +0.12 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Robe of Force (Misfortune) (12 def, 8 armour)Robe of Force (Misfortune) (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Misfortune It can be used to send out a range 5 beam of kinetic energy, dealing 85.20 to 106.50 physical damage (based on Willpower and Cunning) with knockback, costing 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
This item will automatically be transmogrified when you leave the level. cashmere robe 'Thunderstar' (Madness) (2 def, 0 armour)cashmere robe 'Thunderstar' (Madness) (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.) Effects on melee hit: * 15% chance to daze Changes resistances: +19% acid / +12% darkness / +12% lightning Changes resistances penetration: +12% darkness / +10% physical Changes damage: +13% acid / +12% physical / +8% darkness / +12% lightning Mental save: +20 (+5 eff.) Maximum hate: +8.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +7% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of corrosion (+15%) (Madness) (2 def, 0 armour)cashmere robe of corrosion (+15%) (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +15% acid Changes damage: +10% acid Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of darkness (+18%) (Shrouds) (2 def, 0 armour)cashmere robe of darkness (+18%) (Shrouds) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% darkness Changes damage: +12% darkness Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of fire (+18%) (Corpses) (2 def, 0 armour)cashmere robe of fire (+18%) (Corpses) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% fire Changes damage: +12% fire Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of fire (+15%) (Madness) (2 def, 0 armour)cashmere robe of fire (+15%) (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +15% fire Changes damage: +10% fire Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of light (+24%) (Shrouds) (2 def, 0 armour)cashmere robe of light (+24%) (Shrouds) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +24% light Changes damage: +16% light Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of lightning (+16%) (Madness) (2 def, 0 armour)cashmere robe of lightning (+16%) (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of nature (+18%) (Misfortune) (2 def, 0 armour)cashmere robe of nature (+18%) (Misfortune) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% nature Changes damage: +12% nature Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of nature (+19%) (Nightmares) (2 def, 0 armour)cashmere robe of nature (+19%) (Nightmares) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% nature Changes damage: +13% nature Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of the mountain (+12%) (Corpses) (2 def, 0 armour)cashmere robe of the mountain (+12%) (Corpses) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +12% physical Changes damage: +12% physical Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe (Nightmares) (2 def, 0 armour)focusing cashmere robe (Nightmares) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +5 Wil Mana each turn: +0.10 Psi each turn: +0.18 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe (Shrouds) (2 def, 0 armour)focusing cashmere robe (Shrouds) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Mag / +4 Wil Mana each turn: +0.10 Psi each turn: +0.15 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe of lightning (+19%) (Shrouds) (2 def, 0 armour)focusing cashmere robe of lightning (+19%) (Shrouds) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +6 Wil Changes resistances: +19% lightning Changes damage: +13% lightning Mana each turn: +0.12 Psi each turn: +0.15 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe (Nightmares) (0 def, 0 armour)linen robe (Nightmares) (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of lightning (+15%) (Madness) (2 def, 0 armour)mindwoven cashmere robe of lightning (+15%) (Madness) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +15% lightning Changes damage: +10% lightning Mental save: +15 (+4 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +4% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of nature (+18%) (Madness) (2 def, 0 armour)mindwoven cashmere robe of nature (+18%) (Madness) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% nature Changes damage: +12% nature Mental save: +20 (+5 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of nature (+18%) (Madness) (2 def, 0 armour)mindwoven cashmere robe of nature (+18%) (Madness) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% nature Changes damage: +12% nature Mental save: +20 (+5 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of the mind (+10%) (Madness) (3 def, 0 armour)mindwoven silk robe of the mind (+10%) (Madness) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +10% mind Changes damage: +10% mind Mental save: +18 (+5 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe (Madness) (0 def, 0 armour)mindwoven woollen robe (Madness) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mental save: +19 (+5 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering cashmere robe (Nightmares) (2 def, 0 armour)shimmering cashmere robe (Nightmares) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes damage: +13% arcane Maximum mana: +23.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering cashmere robe (Nightmares) (2 def, 0 armour)shimmering cashmere robe (Nightmares) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes damage: +12% arcane Maximum mana: +20.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering linen robe (Madness) (0 def, 0 armour)shimmering linen robe (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +10% arcane Maximum mana: +19.00 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe of protection (Nightmares) (5 def, 3 armour)silk robe of protection (Nightmares) (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Physical save: +18 (+6 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe of the mind (+15%) (Madness) (3 def, 0 armour)silk robe of the mind (+15%) (Madness) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +15% mind Changes damage: +15% mind Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy cashmere robe of nature (+18%) (Shrouds) (2 def, 0 armour)slimy cashmere robe of nature (+18%) (Shrouds) (2 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects when hit in melee: * Slows global speed by 3% * 5 arcane resource burn Changes resistances: +18% nature Changes damage: +12% nature Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven cashmere robe of blight (+10%) (Corpses) (2 def, 0 armour)spellwoven cashmere robe of blight (+10%) (Corpses) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% blight Changes damage: +10% blight Spell save: +15 (+5 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +4% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe (Shrouds) (5 def, 0 armour)spellwoven elven-silk robe (Shrouds) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Spell save: +19 (+6 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe (Corpses) (0 def, 0 armour)spellwoven woollen robe (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Spell save: +17 (+6 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe (Corpses) (2 def, 0 armour)verdant cashmere robe (Corpses) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Con Changes damage: +7% nature Poison immunity: +29% Disease immunity: +29% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe 'Murkspawner' (Misfortune) (0 def, 0 armour)woollen robe 'Murkspawner' (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness / 8 blight Changes stats: +3 Cun / +4 Mag Changes resistances: +7% lightning / +11% darkness / +14% blight / +8% fire / +8% cold / +7% light Changes resistances penetration: +10% blight / +7% temporal / +7% physical Changes damage: +10% temporal / +7% physical / +8% darkness / +7% light Physical save: +12 (+4 eff.) Spell save: +26 (+8 eff.) Mental save: +10 (+3 eff.) Spellpower: +7 (+1 eff.) Spell crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +11 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Ce'Nusenne the pair of rough leather boots (Nightmares) (0 def, 1 armour)Ce'Nusenne the pair of rough leather boots (Nightmares) (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 acid Changes stats: +3 Str / +2 Cun / +3 Con Changes damage: +15% mind Critical mult.: +5.00% Mental save: +23 (+6 eff.) Silence immunity: +23% Confusion immunity: +22% Stun/Freeze immunity: +24% Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: 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. |
This item will automatically be transmogrified when you leave the level. Polomina (Madness) (0 def, 9 armour)Polomina (Madness) (0 def, 9 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +5 Cun / +3 Con Changes resistances: +16% darkness / +16% temporal Changes resistances penetration: +14% darkness / +13% temporal Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Physical save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Psi when hit: +0.12 Maximum psi: +10.00 Infravision radius: +2 Defense after a teleport: +16 Resist all after a teleport: +13% New effects duration reduction after a teleport: +14% Curse of Madness A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of dwarven-steel boots (Nightmares) (0 def, 4 armour)grounding pair of dwarven-steel boots (Nightmares) (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% lightning / +10% temporal Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots (Corpses) (0 def, 4 armour)insulating pair of dwarven-steel boots (Corpses) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +5% fire / +6% cold Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots of tirelessness (Nightmares) (0 def, 4 armour)insulating pair of dwarven-steel boots of tirelessness (Nightmares) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% fire / +6% cold Stamina each turn: +0.60 Maximum stamina: +14.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots of uncanny dodging (Madness) (4 def, 4 armour)insulating pair of dwarven-steel boots of uncanny dodging (Madness) (4 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes resistances: +5% fire / +6% cold Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. insulating pair of iron boots (Corpses) (0 def, 3 armour)insulating pair of iron boots (Corpses) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots of uncanny dodging (Misfortune) (2 def, 3 armour) insulating pair of iron boots of uncanny dodging (Misfortune) (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +2% Changes resistances: +6% fire / +5% cold Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (Nightmares) (0 def, 4 armour)pair of dwarven-steel boots (Nightmares) (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Bylathayon' (Misfortune) (0 def, 3 armour)pair of hardened leather boots 'Bylathayon' (Misfortune) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 blight / 4 temporal Changes resistances: +8% cold / +8% fire / +9% temporal Changes resistances penetration: +15% blight Changes damage: +3% blight / +6% temporal Life regen: +2.20 Stamina each turn: +0.60 Maximum stamina: +10.00 Healing mod.: +18% Curse of Misfortune A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of uncanny dodging (Madness) (2 def, 3 armour)pair of hardened leather boots of uncanny dodging (Madness) (2 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Curse of Madness A pair of boots made of leather. |
pair of iron boots 'Voidviper' (Misfortune) (0 def, 3 armour) pair of iron boots 'Voidviper' (Misfortune) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag Changes resistances: +3% mind Changes resistances penetration: +15% darkness / +15% mind Changes damage: +3% darkness / +15% mind Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Silence immunity: +25% Confusion immunity: +23% Stun/Freeze immunity: +26% Lowers spell cool-downs by: 10% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of uncanny dodging (Misfortune) (3 def, 1 armour)pair of rough leather boots of uncanny dodging (Misfortune) (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Curse of Misfortune A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots of uncanny dodging (Misfortune) (3 def, 3 armour)scholar's pair of iron boots of uncanny dodging (Misfortune) (3 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Spellpower: +4 (+0 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. traveler's pair of dwarven-steel boots of uncanny dodging (Shrouds) (4 def, 4 armour)traveler's pair of dwarven-steel boots of uncanny dodging (Shrouds) (4 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: -2% Maximum encumbrance: +25 Physical save: +7 (+2 eff.) Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Fists of the Desert Scorpion (Misfortune) (8 def, 4 armour)Fists of the Desert Scorpion (Misfortune) (8 def, 4 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). Curse of Misfortune It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
This item will automatically be transmogrified when you leave the level. cinder hardened leather gloves of dexterity (+2) (Misfortune) (0 def, 2 armour)cinder hardened leather gloves of dexterity (+2) (Misfortune) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Damage (Melee): 5 fire Changes stats: +2 Dex Changes resistances: +5% fire Changes damage: +3% fire When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 2) on crit: +7 fire Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Unlightstun' (Corpses) (0 def, 2 armour)dwarven-steel gauntlets 'Unlightstun' (Corpses) (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: Accuracy: +15 (+4 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 7 blight Changes stats: +5 Cun / +6 Dex Changes resistances: +7% blight / +1% physical / +6% darkness / +9% lightning Changes damage: +6% blight Physical save: +7 (+2 eff.) Spell save: +20 (+7 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +29% Knockback immunity: +15% Only die when reaching: -20.00 life When used to modify unarmed attacks: Base power: 17.0 - 23.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +16 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). Burst (radius 2) on crit: +9 blight Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets (Nightmares) (0 def, 2 armour)dwarven-steel gauntlets (Nightmares) (0 def, 2 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of dexterity (+3) (Corpses) (0 def, 2 armour)dwarven-steel gauntlets of dexterity (+3) (Corpses) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 (+5 eff.) Armour: +2 Changes stats: +3 Dex When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +14.0% Attack speed: 83% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Islywen' (Shrouds) (0 def, 1 armour) iron gauntlets 'Islywen' (Shrouds) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes resistances: +12% acid / +6% blight Changes damage: +10% acid / +6% blight When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 1). Damage (Melee): +8 acid Burst (radius 2) on crit: +6 acid Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. naturalist's hardened leather gloves of dexterity (+3) (Corpses) (0 def, 2 armour)naturalist's hardened leather gloves of dexterity (+3) (Corpses) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Damage (Melee): 8 nature Changes stats: +3 Dex Changes resistances: +7% nature Changes damage: +5% nature When used to modify unarmed attacks: Base power: 15.0 - 16.5 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Poison Breath (10% chance level 3). Burst (radius 2) on crit: +5 nature Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. naturalist's iron gauntlets (Madness) (0 def, 1 armour)naturalist's iron gauntlets (Madness) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes resistances: +6% nature Changes damage: +4% nature When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +6 nature Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful hardened leather gloves (Misfortune) (0 def, 2 armour)restful hardened leather gloves (Misfortune) (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Life regen: +1.90 Stamina each turn: +0.50 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. storm hardened leather gloves of dexterity (+3) (Misfortune) (0 def, 2 armour)storm hardened leather gloves of dexterity (+3) (Misfortune) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Damage (Melee): 7 lightning Changes stats: +3 Dex Changes resistances: +7% lightning Changes damage: +5% lightning When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Burst (radius 2) on crit: +11 lightning Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. temporal hardened leather gloves of magic (+3) (Nightmares) (0 def, 2 armour)temporal hardened leather gloves of magic (+3) (Nightmares) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 temporal Damage (Ranged): 10 temporal Changes stats: +3 Mag Changes resistances: +10% temporal Changes damage: +5% arcane / +3% temporal When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 5% chance to gain 10% of a turn Damage (Melee): +4 arcane Burst (radius 2) on crit: +7 arcane Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Chamadunalach (Shrouds) (0 def, 3 armour)Chamadunalach (Shrouds) (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +7 Wil / +7 Cun Changes resistances: +8% fire / +8% cold Critical mult.: +6.00% Maximum encumbrance: +40 Physical save: +6 (+2 eff.) Life regen: +0.20 Mindpower: +8 (+1 eff.) Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Glarin the cashmere wizard hat (Corpses) (2 def, 0 armour)Glarin the cashmere wizard hat (Corpses) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 arcane Changes stats: +10 Mag / +5 Wil Changes resistances: +5% arcane Changes damage: +3% mind Spell save: +7 (+2 eff.) Mana each turn: +1.30 Mana when hit: +1.60 Maximum mana: +76.00 Spellpower: +10 (+1 eff.) Curse of Corpses It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 24 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Pitchwalker (Shrouds) (0 def, 3 armour) Pitchwalker (Shrouds) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +6 Str / +4 Wil / +4 Con Changes resistances: +6% blight / +12% mind / +3% darkness Mental save: +18 (+5 eff.) Confusion immunity: +24% Infravision radius: +1 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Porinn (Nightmares) (4 def, 3 armour)Porinn (Nightmares) (4 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +6 Str / +6 Dex / +4 Wil / +4 Cun Changes resistances: +11% lightning / +8% temporal / +9% darkness / +2% physical Pinning immunity: +5% Knockback immunity: +5% Maximum hate: +8.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing cashmere wizard hat of balance (Misfortune) (2 def, 0 armour)cleansing cashmere wizard hat of balance (Misfortune) (2 def, 0 armour) Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +8% nature / +7% blight Equilibrium when hit: +0.90 Psi when hit: +0.90 Hate when hit: +0.90 Curse of Misfortune A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened leather cap 'Cloudtouch' (Nightmares) (0 def, 6 armour)hardened leather cap 'Cloudtouch' (Nightmares) (0 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +5 Str / +5 Mag / +6 Wil Changes resistances: +6% lightning Changes resistances penetration: +20% lightning / +15% blight Changes damage: +10% blight / +9% arcane Spell crit. chance: +3% Infravision radius: +3 Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of absorption (Corpses) (0 def, 3 armour)hardened leather cap of absorption (Corpses) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina when hit: +1.20 Equilibrium when hit: +1.20 Curse of Corpses A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of absorption (Nightmares) (0 def, 3 armour)hardened leather cap of absorption (Nightmares) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina when hit: +1.00 Equilibrium when hit: +1.30 Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of constitution (+3) (Shrouds) (0 def, 3 armour)hardened leather cap of constitution (+3) (Shrouds) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Con Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of dexterity (+2) (Nightmares) (0 def, 3 armour)hardened leather cap of dexterity (+2) (Nightmares) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Dex Curse of Nightmares A cap made of leather. |
iron helm 'Airborn' (Shrouds) (0 def, 3 armour) iron helm 'Airborn' (Shrouds) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to daze Changes stats: +3 Dex Changes resistances: +9% light / +9% lightning Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. linen wizard hat of lightning (+16%) (Nightmares) (1 def, 0 armour)linen wizard hat of lightning (+16%) (Nightmares) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning Curse of Nightmares A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. miner's dwarven-steel helm of strength (+5) (Misfortune) (0 def, 7 armour)miner's dwarven-steel helm of strength (+5) (Misfortune) (0 def, 7 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +5 Str Infravision radius: +2 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. miner's hardened leather cap of strength (+4) (Corpses) (0 def, 6 armour)miner's hardened leather cap of strength (+4) (Corpses) (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +4 Str Infravision radius: +1 Curse of Corpses A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's hardened leather cap of strength (+2) (Madness) (0 def, 6 armour)miner's hardened leather cap of strength (+2) (Madness) (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +2 Str Infravision radius: +3 Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather cap (Nightmares) (0 def, 3 armour)prismatic hardened leather cap (Nightmares) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% light / +11% darkness Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spellwoven cashmere wizard hat of darkness (+15%) (Nightmares) (2 def, 0 armour)spellwoven cashmere wizard hat of darkness (+15%) (Nightmares) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +15% darkness Changes damage: +10% darkness Mana each turn: +0.12 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% Curse of Nightmares A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing hardened leather cap (Shrouds) (0 def, 3 armour)stabilizing hardened leather cap (Shrouds) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +14 (+4 eff.) Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Blazewell (Misfortune) (3 def, 8 armour)Blazewell (Misfortune) (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 (+0 eff.) Fatigue: +16% Effects on melee hit: * 10% chance to disease Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 11 acid / 10 fire / 8 blight Changes resistances: +12% acid / +7% physical / +12% blight / +35% fire / +6% lightning Changes damage: +6% lightning Physical save: +15 (+5 eff.) Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Emyma the dwarven-steel mail armour (Shrouds) (3 def, 16 armour)Emyma the dwarven-steel mail armour (Shrouds) (3 def, 16 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+0 eff.) Fatigue: +9% Changes damage: +12% mind / +12% temporal Physical save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Gebeth the Chargetooth (Misfortune) (2 def, 6 armour)Gebeth the Chargetooth (Misfortune) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +5% arcane / +20% cold Changes damage: +6% lightning Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Iron Mail of Bloodletting (Corpses) (2 def, 4 armour)Iron Mail of Bloodletting (Corpses) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. Curse of Corpses It can be used to activate talent Bloodcasting (costing 54 power out of 60/60) : Effective talent level: 2.0 Power cost: 54 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level. Kozilamas the Murkquake (Madness) (3 def, 16 armour)Kozilamas the Murkquake (Madness) (3 def, 16 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: +16 Defense: +3 (+0 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% * 40% chance to gain 10% of a turn Damage when hit (Melee): 9 light Changes stats: +1 Wil Changes resistances: +8% lightning / +3% temporal / +12% darkness / +8% fire / +8% acid / +7% physical / +22% blight / +7% cold / +7% mind Changes resistances penetration: +5% nature Changes damage: +9% nature / +6% temporal Mental save: +11 (+3 eff.) Light radius: +2 Curse of Madness A suit of armour made of mail. |
Unrathel the Cinderwilder (Misfortune) (2 def, 4 armour) Unrathel the Cinderwilder (Misfortune) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 8 acid / 12 fire Changes resistances: +19% fire Changes resistances penetration: +10% acid Changes damage: +3% fire Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Zolen (Shrouds) (2 def, 15 armour)Zolen (Shrouds) (2 def, 15 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +8% acid / +7% physical / +9% light / +7% lightning / +10% fire / +5% arcane / +26% cold Changes resistances penetration: +5% arcane Mental save: +25 (+6 eff.) Life regen: +1.50 Maximum life: +57.00 Healing mod.: +15% Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing iron mail armour of clarity (Shrouds) (2 def, 4 armour)cleansing iron mail armour of clarity (Shrouds) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +11% blight / +5% mind / +11% nature Mental save: +11 (+3 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of command (Shrouds) (11 def, 12 armour)dwarven-steel mail armour of command (Shrouds) (11 def, 12 armour) Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +11 (+2 eff.) Fatigue: +16% Changes stats: +4 Cun Mental save: +15 (+4 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of clarity (Nightmares) (3 def, 17 armour)impenetrable dwarven-steel mail armour of clarity (Nightmares) (3 def, 17 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +17 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +8% mind Mental save: +10 (+3 eff.) Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of fire resistance (Nightmares) (3 def, 14 armour)impenetrable dwarven-steel mail armour of fire resistance (Nightmares) (3 def, 14 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +21% fire Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of fire resistance (Shrouds) (3 def, 13 armour)impenetrable dwarven-steel mail armour of fire resistance (Shrouds) (3 def, 13 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +18% fire Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of resilience (Nightmares) (3 def, 16 armour)impenetrable dwarven-steel mail armour of resilience (Nightmares) (3 def, 16 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+0 eff.) Fatigue: +16% Maximum life: +26.00 Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of fire resistance (Nightmares) (2 def, 12 armour)impenetrable steel mail armour of fire resistance (Nightmares) (2 def, 12 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +17% fire Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of lightning resistance (Nightmares) (4 def, 17 armour)impenetrable stralite mail armour of lightning resistance (Nightmares) (4 def, 17 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +19% lightning Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour (Shrouds) (3 def, 8 armour)prismatic dwarven-steel mail armour (Shrouds) (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +12% light / +11% darkness Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of spell shielding (Corpses) (3 def, 8 armour)prismatic dwarven-steel mail armour of spell shielding (Corpses) (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +12% light / +13% darkness / +5% arcane Spell save: +11 (+4 eff.) Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating steel mail armour (Shrouds) (2 def, 6 armour)rejuvenating steel mail armour (Shrouds) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Life regen: +3.00 Stamina each turn: +0.60 Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel mail armour (Corpses) (3 def, 8 armour)spiked dwarven-steel mail armour (Corpses) (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 12 physical Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour 'Porokira' (Nightmares) (11 def, 11 armour)steel mail armour 'Porokira' (Nightmares) (11 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +11 (+2 eff.) Fatigue: +14% Changes stats: +3 Cun Changes resistances: +23% acid / +6% physical Physical save: +41 (+12 eff.) Mental save: +11 (+3 eff.) Disarm immunity: +10% Pinning immunity: +15% Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of stability (Corpses) (2 def, 6 armour)steel mail armour of stability (Corpses) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +6% physical Physical save: +10 (+3 eff.) Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Hatharegodranik the hardened leather armour (Shrouds) (3 def, 6 armour)Hatharegodranik the hardened leather armour (Shrouds) (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: +4.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes stats: +1 Cun / +3 Wil Changes resistances: +17% cold / +19% fire Changes resistances penetration: +5% mind Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Infravision radius: +2 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Cyrilravena' (Misfortune) (2 def, 4 armour)cured leather armour 'Cyrilravena' (Misfortune) (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 penetration: +8 Physical power: +6 (+1 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +3% Damage (Melee): 6 acid Damage (Ranged): 7 acid Changes stats: +1 Dex Changes resistances: +12% acid / +20% cold / +17% nature / +1% physical Changes resistances penetration: +15% physical Maximum life: +29.00 Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of acid resistance (Madness) (2 def, 4 armour)cured leather armour of acid resistance (Madness) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +17% acid Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of Toknor (Corpses) (3 def, 6 armour)hardened leather armour of Toknor (Corpses) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Critical mult.: +12.00% Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of acid resistance (Corpses) (3 def, 6 armour)hardened leather armour of acid resistance (Corpses) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +19% acid Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of cold resistance (Shrouds) (3 def, 6 armour)hardened leather armour of cold resistance (Shrouds) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +15% cold Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of fire resistance (Madness) (3 def, 6 armour)hardened leather armour of fire resistance (Madness) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +19% fire Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of spell shielding (Misfortune) (3 def, 6 armour)hardened leather armour of spell shielding (Misfortune) (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +6% arcane Spell save: +14 (+5 eff.) Curse of Misfortune A suit of armour made of leather. |
prismatic rough leather armour (Nightmares) (1 def, 2 armour) prismatic rough leather armour (Nightmares) (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +10% light / +11% darkness Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (Misfortune) (2 def, 4 armour)rejuvenating cured leather armour (Misfortune) (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Life regen: +2.00 Stamina each turn: +0.80 Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour (Corpses) (3 def, 6 armour)rejuvenating hardened leather armour (Corpses) (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Life regen: +2.00 Stamina each turn: +0.70 Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour (Corpses) (3 def, 6 armour)rejuvenating hardened leather armour (Corpses) (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Life regen: +2.10 Stamina each turn: +1.10 Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour (Madness) (3 def, 6 armour)rejuvenating hardened leather armour (Madness) (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Life regen: +3.20 Stamina each turn: +1.00 Curse of Madness A suit of armour made of leather. |
rough leather armour (Nightmares) (1 def, 2 armour) rough leather armour (Nightmares) (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour (Corpses) (2 def, 4 armour)spiked cured leather armour (Corpses) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour (Misfortune) (2 def, 4 armour)spiked cured leather armour (Misfortune) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of resilience (Nightmares) (5 def, 8 armour)spiked drakeskin leather armour of resilience (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Maximum life: +20.00 Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (Corpses) (3 def, 6 armour)spiked hardened leather armour (Corpses) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 11 physical Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (Misfortune) (3 def, 6 armour)spiked hardened leather armour (Misfortune) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 10 physical Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (Misfortune) (3 def, 6 armour)spiked hardened leather armour (Misfortune) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (Nightmares) (3 def, 6 armour)spiked hardened leather armour (Nightmares) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of acid resistance (Shrouds) (3 def, 6 armour)spiked hardened leather armour of acid resistance (Shrouds) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 10 physical Changes resistances: +21% acid Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of clarity (Misfortune) (3 def, 6 armour)spiked hardened leather armour of clarity (Misfortune) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +6% mind Mental save: +15 (+4 eff.) Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of clarity (Shrouds) (3 def, 6 armour)spiked hardened leather armour of clarity (Shrouds) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 10 physical Changes resistances: +7% mind Mental save: +13 (+3 eff.) Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of fire resistance (Corpses) (3 def, 6 armour)spiked hardened leather armour of fire resistance (Corpses) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +18% fire Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of fire resistance (Madness) (3 def, 6 armour)spiked hardened leather armour of fire resistance (Madness) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +15% fire Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of fire resistance (Nightmares) (3 def, 6 armour)spiked hardened leather armour of fire resistance (Nightmares) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +18% fire Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of spell shielding (Misfortune) (3 def, 6 armour)spiked hardened leather armour of spell shielding (Misfortune) (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +7% arcane Spell save: +15 (+5 eff.) Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of stability (Madness) (3 def, 6 armour)spiked hardened leather armour of stability (Madness) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes resistances: +7% physical Physical save: +15 (+5 eff.) Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of stability (Shrouds) (3 def, 6 armour)spiked hardened leather armour of stability (Shrouds) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 11 physical Changes resistances: +7% physical Physical save: +12 (+4 eff.) Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of stability (Shrouds) (3 def, 6 armour)spiked hardened leather armour of stability (Shrouds) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +7% physical Physical save: +11 (+3 eff.) Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour)spiked rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +18% lightning Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Oloregomnir the Viperbait (Shrouds) (5 def, 19 armour)Oloregomnir the Viperbait (Shrouds) (5 def, 19 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +19 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +5 Cun / +4 Wil Changes resistances: +21% acid / +1% physical Changes damage: +9% nature Maximum encumbrance: +10 Mental save: +13 (+3 eff.) Maximum life: +10.00 Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour of lightning resistance (Corpses) (5 def, 11 armour)dwarven-steel plate armour of lightning resistance (Corpses) (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes resistances: +19% lightning Curse of Corpses A suit of armour made of metal plates. |
iron plate armour 'Boltoblivion' (Shrouds) (3 def, 7 armour) iron plate armour 'Boltoblivion' (Shrouds) (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +3 Con Changes resistances: +5% arcane / +6% physical Changes resistances penetration: +10% lightning Changes damage: +6% arcane / +6% lightning Physical save: +11 (+3 eff.) Life regen: +1.30 Maximum life: +89.00 Healing mod.: +14% Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel plate armour of lightning resistance (Misfortune) (5 def, 11 armour)prismatic dwarven-steel plate armour of lightning resistance (Misfortune) (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes resistances: +18% lightning / +12% light / +12% darkness Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked steel plate armour (Madness) (4 def, 9 armour)spiked steel plate armour (Madness) (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 11 physical Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of stability (Shrouds) (4 def, 9 armour)steel plate armour of stability (Shrouds) (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +6% physical Physical save: +10 (+3 eff.) Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield (Nightmares) (8 def, 2 armour, 86.5 block)acidic dwarven-steel shield (Nightmares) (8 def, 2 armour, 86.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 21 acid Talent granted: +3 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield of resilience (Shrouds) (8 def, 2 armour, 87 block)acidic dwarven-steel shield of resilience (Shrouds) (8 def, 2 armour, 87 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 15 acid Talent granted: +3 Block Maximum life: +47.00 Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. deflecting dwarven-steel shield of lightning resistance (+20%) (Madness) (13 def, 2 armour, 79.5 block)deflecting dwarven-steel shield of lightning resistance (+20%) (Madness) (13 def, 2 armour, 79.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +13 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +20% lightning Talent granted: +3 Block Deflect projectiles away: +4% Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. deflecting steel shield (Corpses) (12 def, 2 armour, 39 block)deflecting steel shield (Corpses) (12 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +12 (+3 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Deflect projectiles away: +9% Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of cold resistance (+23%) (Corpses) (8 def, 2 armour, 79.5 block)dwarven-steel shield of cold resistance (+23%) (Corpses) (8 def, 2 armour, 79.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +23% cold Talent granted: +3 Block Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of cold resistance (+20%) (Madness) (8 def, 2 armour, 86.5 block)dwarven-steel shield of cold resistance (+20%) (Madness) (8 def, 2 armour, 86.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +20% cold Talent granted: +3 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of lightning resistance (+20%) (Nightmares) (8 def, 2 armour, 74 block)dwarven-steel shield of lightning resistance (+20%) (Nightmares) (8 def, 2 armour, 74 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +20% lightning Talent granted: +3 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of cold resistance (+16%) (Corpses) (8 def, 2 armour, 72.5 block)icy dwarven-steel shield of cold resistance (+16%) (Corpses) (8 def, 2 armour, 72.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 6 cold Damage when hit (Melee): 12 ice Changes resistances: +16% cold Talent granted: +3 Block Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of cold resistance (+23%) (Shrouds) (8 def, 2 armour, 75 block)icy dwarven-steel shield of cold resistance (+23%) (Shrouds) (8 def, 2 armour, 75 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 12 ice Changes resistances: +23% cold Talent granted: +3 Block Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy steel shield (Corpses) (6 def, 2 armour, 39 block)icy steel shield (Corpses) (6 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 13 ice Talent granted: +2 Block Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield of cold resistance (+17%) (Madness) (6 def, 7 armour, 82 block)reinforced steel shield of cold resistance (+17%) (Madness) (6 def, 7 armour, 82 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +17% cold Talent granted: +2 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking dwarven-steel shield of cold resistance (+18%) (Madness) (8 def, 2 armour, 80 block)shocking dwarven-steel shield of cold resistance (+18%) (Madness) (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 lightning Damage when hit (Melee): 11 lightning Changes resistances: +18% cold Talent granted: +3 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking dwarven-steel shield of fire resistance (+18%) (Corpses) (8 def, 2 armour, 77.5 block)shocking dwarven-steel shield of fire resistance (+18%) (Corpses) (8 def, 2 armour, 77.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 5 lightning Damage when hit (Melee): 22 lightning Changes resistances: +18% fire Talent granted: +3 Block Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of fire resistance (+17%) (Misfortune) (6 def, 2 armour, 36.5 block)steel shield of fire resistance (+17%) (Misfortune) (6 def, 2 armour, 36.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +17% fire Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of purity (Shrouds) (10 def, 2 armour, 138 block)stralite shield of purity (Shrouds) (10 def, 2 armour, 138 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes resistances: +14% nature / +11% blight Talent granted: +4 Block Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Emelarin (19/19, 33-46.2 power, 10 apr)Emelarin (19/19, 33-46.2 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +13.0% Capacity: 19 On weapon hit: * 20% chance to gain 10% of a turn * 10% chance to knock the target back * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Ranged): +7 lightning / +22 physical / +16 blight / +8 temporal / +8 arcane Burst (radius 1) on hit: +4 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Hellsbreacher (19/45, 41-57.4 power, 17 apr)Hellsbreacher (19/45, 41-57.4 power, 17 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 41.0 - 57.4 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +17 Physical crit. chance: +8.0% Capacity: 45 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Ranged): +11 blight / +8 fire / +10 darkness / +11 acid Burst (radius 1) on hit: +4 physical When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic quiver of yew arrows of daylight (19/19, 35.5-49.7 power, 10 apr)acidic quiver of yew arrows of daylight (19/19, 35.5-49.7 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 On weapon crit: * splashes the target with acid Damage (Ranged): +8 acid / +6 light Damage against: +10% Undead Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. arcing quiver of yew arrows of accuracy (21/21, 32-44.8 power, 10 apr)arcing quiver of yew arrows of accuracy (21/21, 32-44.8 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 21 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +6 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of ash arrows of accuracy (19/22, 24-33.6 power, 7 apr)barbed quiver of ash arrows of accuracy (19/22, 24-33.6 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 24.0 - 33.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 22 On weapon crit: * wounds the target Damage (Ranged): +11 bleed Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of elven-wood arrows of erosion (23/23, 42-58.8 power, 14 apr)barbed quiver of elven-wood arrows of erosion (23/23, 42-58.8 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 23 On weapon crit: * wounds the target Damage (Ranged): +5 bleed / +9 nature / +11 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of yew arrows (17/17, 34-47.6 power, 10 apr)barbed quiver of yew arrows (17/17, 34-47.6 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 17 On weapon crit: * wounds the target Damage (Ranged): +7 bleed Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of yew arrows of wind (17/17, 33.5-46.9 power, 10 apr)barbed quiver of yew arrows of wind (17/17, 33.5-46.9 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 17 On weapon hit: * 10% chance to create an air burst On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +10 bleed Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. high-capacity quiver of elm arrows of accuracy (39/39, 12-16.8 power, 5 apr)high-capacity quiver of elm arrows of accuracy (39/39, 12-16.8 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 39 When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. high-capacity quiver of yew arrows of wind (44/44, 29-40.6 power, 10 apr)high-capacity quiver of yew arrows of wind (44/44, 29-40.6 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.0 - 40.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 44 On weapon hit: * 10% chance to create an air burst Travel speed: +200% When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. icy quiver of yew arrows (17/17, 32.5-45.5 power, 10 apr)icy quiver of yew arrows (17/17, 32.5-45.5 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 17 Damage (Ranged): +11 cold Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of ash arrows of accuracy (14/14, 18-25.2 power, 7 apr)psychokinetic quiver of ash arrows of accuracy (14/14, 18-25.2 power, 7 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 14 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +17 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of yew arrows of erosion (19/19, 31-43.4 power, 10 apr)psychokinetic quiver of yew arrows of erosion (19/19, 31-43.4 power, 10 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +8 temporal / +7 nature / +23 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of yew arrows of wind (20/21, 31-43.4 power, 10 apr)psychokinetic quiver of yew arrows of wind (20/21, 31-43.4 power, 10 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 21 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +19 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows 'Duskstar' (18/18, 42.5-59.5 power, 10 apr)quiver of yew arrows 'Duskstar' (18/18, 42.5-59.5 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 42.5 - 59.5 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 18 On weapon hit: * 40% chance to inflict damage reduction * 20% chance to corrode armour On weapon crit: * wounds the target Damage (Ranged): +12 acid / +16 darkness / +11 bleed Burst (radius 2) on crit: +8 darkness Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of accuracy (25/25, 33-46.2 power, 10 apr)quiver of yew arrows of accuracy (25/25, 33-46.2 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 25 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of amnesia (19/19, 31-43.4 power, 10 apr)quiver of yew arrows of amnesia (19/19, 31-43.4 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of crippling (16/17, 31.5-44.1 power, 10 apr)quiver of yew arrows of crippling (16/17, 31.5-44.1 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.5 - 44.1 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +9.0% Capacity: 17 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of erosion (20/20, 30-42 power, 10 apr)quiver of yew arrows of erosion (20/20, 30-42 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 Damage (Ranged): +11 nature / +8 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of vileness (15/15, 33.5-46.9 power, 10 apr)quiver of yew arrows of vileness (15/15, 33.5-46.9 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 15 On weapon hit: * 5% chance to disease Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
agate 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. |
329 alchemist agate 329 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli 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. |
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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
2 spinel 2 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. |
This item will automatically be transmogrified when you leave the level. Uleregoblek the alchemist's lampUleregoblek the alchemist's lamp Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +16 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +9% blight / +3% acid Changes resistances penetration: +20% all Spell save: +25 (+8 eff.) Mental save: +9 (+2 eff.) Poison immunity: +10% Cut immunity: +5% Light radius: +6 See stealth: +13 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Brightclash' brass lantern 'Brightclash'Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances penetration: +25% fire Changes damage: +3% temporal Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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. |
This item will automatically be transmogrified when you leave the level. Muckvalor the pouch of steel shots (13/13, 27.5-33 power, 2 apr)Muckvalor the pouch of steel shots (13/13, 27.5-33 power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 27.5 - 33.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +10.5% Capacity: 13 On weapon crit: * cripple the target Damage (Ranged): +7 darkness Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +4 nature Damage against: +6% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Serpentsweep (21/51, 37.5-45 power, 7 apr)Serpentsweep (21/51, 37.5-45 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 37.5 - 45.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +5.0% Capacity: 51 Turns elapse between self-loadings: 1 On weapon hit: * Slows global speed by 20% On weapon crit: * splashes the target with acid Damage (Ranged): +10 acid / +4 blight / +20 nature / +8 arcane Burst (radius 1) on hit: +16 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic pouch of dwarven-steel shots (16/16, 32.5-39 power, 3 apr)acidic pouch of dwarven-steel shots (16/16, 32.5-39 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 16 On weapon crit: * splashes the target with acid Damage (Ranged): +11 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic pouch of dwarven-steel shots of paradox (17/17, 33-39.6 power, 3 apr)acidic pouch of dwarven-steel shots of paradox (17/17, 33-39.6 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 17 On weapon hit: * 5% chance to gain 10% of a turn On weapon crit: * splashes the target with acid Damage (Ranged): +5 acid / +7 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of dwarven-steel shots (22/22, 34.5-41.4 power, 3 apr)barbed pouch of dwarven-steel shots (22/22, 34.5-41.4 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 22 On weapon crit: * wounds the target Damage (Ranged): +5 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of steel shots of accuracy (12/18, 23-27.6 power, 2 apr)barbed pouch of steel shots of accuracy (12/18, 23-27.6 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 On weapon crit: * wounds the target Damage (Ranged): +7 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. blazing pouch of dwarven-steel shots of erosion (14/20, 33.5-40.2 power, 3 apr)blazing pouch of dwarven-steel shots of erosion (14/20, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +10 temporal / +8 nature / +18 fire Burst (radius 2) on crit: +8 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly pouch of dwarven-steel shots (17/17, 35.5-42.6 power, 3 apr)deadly pouch of dwarven-steel shots (17/17, 35.5-42.6 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly pouch of dwarven-steel shots of accuracy (23/23, 41-49.2 power, 3 apr)deadly pouch of dwarven-steel shots of accuracy (23/23, 41-49.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.0 - 49.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. insidious pouch of dwarven-steel shots of purging (23/23, 35-42 power, 3 apr)insidious pouch of dwarven-steel shots of purging (23/23, 35-42 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +13 insidious poison / +5 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of steel shots of annihilation (16/16, 24-28.8 power, 6 apr)plaguebringer's pouch of steel shots of annihilation (16/16, 24-28.8 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 24.0 - 28.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +6.5% Capacity: 16 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 7% chance to disease Travel speed: +200% Damage (Ranged): +5 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of purging (17/17, 35-42 power, 3 apr)pouch of dwarven-steel shots of purging (17/17, 35-42 power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 17 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +7 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of accuracy (21/21, 13.5-16.2 power, 1 apr)pouch of iron shots of accuracy (21/21, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. self-loading pouch of dwarven-steel shots (23/23, 30.5-36.6 power, 3 apr)self-loading pouch of dwarven-steel shots (23/23, 30.5-36.6 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 Turns elapse between self-loadings: 4 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Ravenbraid [power 1] (8 cooldown)Ravenbraid [power 1] (8 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 4 darkness Changes stats: +2 Dex Maximum wards: +2 acid / +2 nature / +1 light Changes damage: +3% darkness Talents granted: +2 Lay Web +1 Ward Physical save: +9 (+3 eff.) Maximum life: +20.00 It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Splendourgore [power 190] (29 cooldown)Splendourgore [power 190] (29 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 mind Changes resistances penetration: +5% mind Changes damage: +9% mind Grants telepathy: Humanoid/Orc Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +3 Lay Web Mindpower: +8 (+1 eff.) It can be used to heal a target within range 9 (based on Willpower) for 190, putting all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
2 quartz 2 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. |
2 ametrine 2 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. |
2 citrine 2 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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By cgh the Maj'Eyal Whitehoof Glutton level 33
3rd Mirth 122nd year of Ascendancy at 23:29 see stats
By cgh the Maj'Eyal Whitehoof Glutton level 10
76th Pyre 122nd year of Ascendancy at 09:32 see stats
By cgh the Maj'Eyal Whitehoof Glutton level 20
3rd Mirth 122nd year of Ascendancy at 01:58 see stats
By cgh the Maj'Eyal Whitehoof Glutton level 30
3rd Mirth 122nd year of Ascendancy at 16:10 see stats
By cgh the Maj'Eyal Whitehoof Glutton level 32
3rd Mirth 122nd year of Ascendancy at 20:32 see stats
By cgh the Maj'Eyal Whitehoof Glutton level 17
77th Pyre 122nd year of Ascendancy at 08:21 see stats
By cgh the Maj'Eyal Whitehoof Glutton level 19
3rd Mirth 122nd year of Ascendancy at 01:42 see stats
By cgh the Maj'Eyal Whitehoof Glutton level 14
76th Pyre 122nd year of Ascendancy at 11:32 see stats
Log
Cgh devours Mayeba the minotaur!
cgh absorbed 806 of Mayeba the minotaur's stamina!
cgh absorbed 424 of Mayeba the minotaur's mana!
cgh absorbed 845 of Mayeba the minotaur's vim!
Your hate has conquered a great adversary! (+24 hate)
You collect a new ingredient: minotaur nose (1).
Automatic use of talent Catabolize skipped: cooldown too low (-100).
Cgh picks up (Z.): Lisulaith (Corpses).
Cgh picks up ( .): hardened leather belt of life (Shrouds).
Cgh picks up ( .): impenetrable dwarven-steel mail armour of resilience (Nightmares) (3 def, 16 armour).
Cgh picks up (W.): iron greatsword of massacre (Shrouds) (24-38.4 power, 1 apr).
Automatic use of talent Catabolize skipped: cooldown too low (-100).
Ran for 3 turns (stop reason: taken damage).
cgh receives 86 healing from Unnatural Body.
Burning from Mayeba the minotaur hits cgh for (35 resist armour), 0 fire (0 total damage).
Automatic use of talent Catabolize skipped: cooldown too low (-100).
Automatic use of talent Catabolize skipped: cooldown too low (-100).
Automatic use of talent Catabolize skipped: cooldown too low (-100).
Automatic use of talent Catabolize skipped: cooldown too low (-100).
Automatic use of talent Catabolize skipped: cooldown too low (-100).
Cgh stops burning.
Cgh deactivates Stalk.
Cgh deactivates Arcane Shield.
Cgh deactivates Words of the Storm.
Cgh is less impervious to physical effects.
Cgh deactivates Wildfire.
Cgh deactivates Shadow's Embrace.