Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
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 1.4.8Adds 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 v2.5ga: Revised high level play for ToME 1.4.8Version 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 1.4.8In 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 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Glutton Additions 1.4.4Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. 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! Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.4.8Primary 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 1.4.8Donators/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"] Everyone Options 1.4.5Starts characters off with category points instead of categories known. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! 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. Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. 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. 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. Verdant Class Pack 1.4.8Content 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 Yeti |
Class | Werebeast |
Level / Exp | 58 / 2% |
Size | big |
Lifes / Deaths | Killed by Ce'Nyseth the cutpurse at level 55 on the 7th Mirth 122nd year of Ascendancy at 15:16 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 150 (base 60) |
Dexterity | 75 (base 60) |
Constitution | 87 (base 60) |
Magic | 10 (base 10) |
Willpower | 96 (base 60) |
Cunning | 94 (base 60) |
Resources
Life | 22002/22002 |
Hate | 102/102 |
Stamina | 1046/1046 |
Equilibrium | 40 |
Healing Factor | 2.5 |
Regeneration | 200.0139590038 |
Speed
Mental | +106.2% |
Attack | +96.2% |
Movement | +354% |
Spell | +96.2% |
Global | +229.31422959221% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 29.684466881214 |
See Stealth | 54 |
See Invisible | 94 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 509 |
Accuracy | 135 |
Crit Chance | 241% |
APR | 48 |
Speed | 0.48 |
Offense: Offhand
Damage | 175 |
Accuracy | 138 |
Crit Chance | 243% |
APR | 82 |
Speed | 0.48 |
Offense: Spell
Spellpower | 36.25 |
Crit Chance | 100% |
Speed | 0.50968399592253 |
Offense: Mind
Mindpower | 170 |
Crit Chance | 100% |
Speed | 0.50968399592253 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | +11% |
Defense: Base
Armour (hardiness) | 234.5 (50%) |
Defense | 91 |
Ranged Defense | 92 |
Fatigue | 0 |
Physical Save | 102 |
Spell Save | 129 |
Mental Save | 97 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Disarm Resistance | 60% |
Knockback Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 68% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 27% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Cursed / Predator | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-curse / Ritch aspect | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Rampage | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-curse / Silent hunter | 8.90 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-curse / Psiclaws | 2.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Wild-curse / Croc aspect | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-curse / Bear aspect | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-curse / Wolf aspect | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-curse / Snake aspect | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-curse / Treant aspect | 2.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-curse / Tiger aspect | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-curse / Shark aspect | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeti | 11.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 8.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Hunter | 9.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 10.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 6.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Shark Shape |
talent | Psiclaws |
talent | Rabid Fury |
talent | Daunting Presence |
talent | Tangling Roots |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 8%. Strength and Willpower are increased by 3. Poisons and diseases have a 33% chance of being neutralized each turn. Cursed Form |
Quests
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
All the treekillers must die. You must kill them. The beast within18 treekillers have died. | active |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Camibers the dwarven lantern Camibers the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +4 Dex / +6 Wil / +10 Cun / +5 Con Changes resistances: +15% blight / +6% fire / +3% light Changes resistances penetration: +11% all Changes damage: +13% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +12 (+2 eff.) Disease immunity: +10% Silence immunity: +10% Disarm immunity: +10% Confusion immunity: +15% Life regen: +6.00 Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Light radius: +0 Infravision radius: +7 See stealth: +25 See invisible: +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Shinerip (3 def, 0 armour) Shinerip (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Cun / +7 Wil Changes resistances: +32% lightning / +27% temporal / +6% light / +21% fire / +24% nature / +5% arcane Changes damage: +14% fire / +16% nature / +6% light Spell save: +10 (+1 eff.) Mindpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
On hands | drakeskin leather gloves 'Furnacewire' (0 def, 11 armour) drakeskin leather gloves 'Furnacewire' (0 def, 11 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Physical power: +31 (+4 eff.) Armour: +11 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 15 physical Effects when hit in melee: * 31% chance to reduce powers by 20% * 30 arcane resource burn Changes stats: +17 Str / +5 Wil / +5 Con Changes resistances: +6% acid / +3% nature / +5% arcane Changes resistances penetration: +5% fire Changes damage: +6% physical Talent mastery: +0.20 Technique / Grappling Critical mult.: +11.00% Spell save: +27 (+4 eff.) Disarm immunity: +50% Spell crit. chance: +17% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 54.0 - 59.4 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 26% chance to reduce powers by 20% * 31 arcane resource burn Burst (radius 1) on hit: +16 fire / +10 physical Burst (radius 2) on crit: +14 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Baludur the voratun pickaxe (dig speed 11 turns) Baludur the voratun pickaxe (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +5 Dex Changes resistances: +3% darkness / +5% arcane / +14% nature Changes damage: +10% nature / +3% acid Physical save: +14 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +10 (+2 eff.) Maximum life: +83.00 Infravision radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of the mind (+10%) copper ring of the mind (+10%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Rings can have magical properties. |
On fingers | Carrionstriker CarrionstrikerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 18 bleed Damage when hit (Melee): 12 nature Changes stats: +8 Cun / +9 Dex Changes resistances: +6% nature / +15% cold Changes damage: +6% lightning Spell save: +12 (+2 eff.) Mental save: +8 (+1 eff.) Confusion immunity: +32% Life regen: +0.70 Hate when firing a critical mind attack: +2.00 Maximum life: +69.00 Maximum hate: +12.00 Healing mod.: +17% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around neck | voratun amulet 'Prismfiend' voratun amulet 'Prismfiend'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -9% Changes stats: +4 Wil Changes resistances: +35% lightning / +6% blight Changes resistances penetration: +10% light Changes damage: +8% physical Spell save: +18 (+3 eff.) Mental save: +13 (+2 eff.) Blindness immunity: +27% Confusion immunity: +20% Stun/Freeze immunity: +34% Life regen: +2.60 Mindpower: +13 (+2 eff.) Light radius: +3 Infravision radius: +8 Sight radius: +2 See invisible: +12 Combat speed: +10% Amulets can have magical properties. |
In main hand | Duathelblood (47.5-66.5 power, 6 apr) Duathelblood (47.5-66.5 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom * 22 arcane resource burn * 25% chance to put talents on cooldown * 25% chance to remove a magical effect Damage (Melee): +20 nature / +18 mind When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 10 arcane resource burn Changes stats: +6 Cun / +5 Wil Changes resistances: +3% temporal / +5% arcane / +3% darkness Spell save: +13 (+2 eff.) Blunt and deadly. |
Around waist | drakeskin leather belt 'Blindmaim' drakeskin leather belt 'Blindmaim'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Damage when hit (Melee): 4 light Changes stats: +6 Dex / +5 Cun / +9 Lck Changes resistances: +6% light / +3% darkness / +9% blight / +14% fire / +3% nature / +13% cold Changes resistances penetration: +5% lightning / +10% light Critical mult.: +24.00% Trap disarming bonus: +27 Stealth bonus: +15 Spell save: +3 (+0 eff.) Maximum life: +70.00 Infravision radius: +6 A belt that goes around your waist. |
In off hand | Koreleg (16.5-18.15 power, 40 apr, mind damage) Koreleg (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This purifying mindstar will cleanse other mindstars. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +13 Effects on melee hit: * Slows global speed by 15% Effects when hit in melee: * 16 arcane resource burn Damage when hit (Melee): 8 darkness / 10 mind Changes resistances: +8% physical / +10% arcane / +12% cold / +9% mind / +13% nature Changes resistances penetration: +7% arcane Changes damage: +22% lightning / +7% darkness / +8% mind / +9% fire / +7% arcane / +19% cold Talent masteries: +0.10 Technique / Conditioning +0.20 Psionic / Projection +0.20 Psionic / Focus Spell save: +12 (+2 eff.) Mindpower: +22 (+3 eff.) Mental crit. chance: +10% Heals friendly targets nearby when you use a nature summon: +30 Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Zekalthodradin (21 def, 8 armour) Zekalthodradin (21 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +21 (+4 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +12% fire / +16% darkness / +3% nature Changes resistances penetration: +13% darkness / +5% mind Changes damage: +16% darkness Stealth bonus: +9 Physical save: +37 (+6 eff.) Spell save: +17 (+2 eff.) Mental save: +19 (+3 eff.) Disease immunity: +5% Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Radianceking the drakeskin leather armour (20 def, 8 armour) Radianceking the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +29 Physical crit. chance: +9.0% Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn * 15% chance to blind Damage (Melee): 10 acid Damage (Ranged): 10 acid Damage when hit (Melee): 13 light Changes stats: +5 Wil Changes resistances: +36% acid / +10% physical / +25% darkness / +15% blight / +19% cold / +37% nature / +18% fire Changes damage: +6% light Physical save: +24 (+4 eff.) Stamina each turn: +1.10 Light radius: +3 Chance to avoid any damage: +11% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 55)healing infusion (heal 55) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 and cleanse 1 wound and poison effect. 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. insidious poison infusion of the sneak (81 nature damage, 60% healing reduction)insidious poison infusion of the sneak (81 nature damage, 60% healing reduction) 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: 5 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 81.47 nature damage per turn for 7 turns, and reducing the target's healing received by 60%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. movement infusion (500% speed; 7 turns)movement infusion (500% speed; 7 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 (447% speed; 7 turns)movement infusion (447% speed; 7 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 447% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 wizard (403% speed; 8 turns)movement infusion of the wizard (403% speed; 8 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 403% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 297 over 5 turns)regeneration infusion (heal 297 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 297 life over 5 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 (heal 254 over 5 turns)regeneration infusion (heal 254 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 254 life over 5 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. sun infusion (rad 8; power 21; turns 5; dispells darkness)sun infusion (rad 8; power 21; turns 5; dispells darkness) 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 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. sun infusion (rad 10; power 22; turns 3; dispells darkness)sun infusion (rad 10; power 22; turns 3; dispells darkness) 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 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. sun infusion (rad 8; power 21; turns 3; dispells darkness)sun infusion (rad 8; power 21; turns 3; dispells darkness) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 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. sun infusion (rad 10; power 22; turns 4; dispells darkness)sun infusion (rad 10; power 22; turns 4; dispells darkness) 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 brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 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. vine lasso infusion (4 turns, 55 physical damage)vine lasso infusion (4 turns, 55 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: 5 Cooldown: 19 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 54.63 physical damage per turn. 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. wild infusion (resist 16%; cure magical)wild infusion (resist 16%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (155 acid damage; dur 5; apply 21)acid wave rune (155 acid damage; dur 5; apply 21) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 154.79 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. 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. acid wave rune of the wizard (285 acid damage; dur 5; apply 28)acid wave rune of the wizard (285 acid damage; dur 5; apply 28) 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 unleash a wave of acid in a cone of radius 6, doing 285.25 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 28. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (110 cold damage; 21 apply power)biting gale rune (110 cold damage; 21 apply power) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 110.11 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 21. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. heat beam rune (262 fire damage)heat beam rune (262 fire damage) 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: 7 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 262.43 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. heat beam rune (151 fire damage)heat beam rune (151 fire damage) 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: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 151.45 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. magic missile rune (148 arcane damage)magic missile rune (148 arcane damage) 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: 7 Cooldown: 15 Travel Speed: 600% of base Usage Speed: Spell (51% of a turn) Is: a spell Description: Fires a Magic Missile that does 148 arcane damage and inflicts Spellshocked for 5 turns. 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 (absorb 259 for 6 turns)shielding rune (absorb 259 for 6 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: 23 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 259 damage for 6 turns. 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 (absorb 216 for 5 turns)shielding rune (absorb 216 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 216 damage for 5 turns. 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 (range 57)teleportation rune (range 57) 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 (51% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 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. teleportation rune (range 67)teleportation rune (range 67) 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: 19 Travel Speed: instantaneous Usage Speed: Spell (51% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 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. vision rune (radius 16; dur 23; see demon)vision rune (radius 16; dur 23; see demon) 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: 21 Travel Speed: instantaneous Usage Speed: Spell (51% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 16) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any demon around. 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 (radius 14; dur 22; see animal)vision rune (radius 14; dur 22; see animal) 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: 28 Travel Speed: instantaneous Usage Speed: Spell (51% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 27) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any animal around. 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 amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Velibrevena the BrandorderVelibrevena the Brandorder Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +10 Dex / +7 Wil / +7 Cun / +6 Con Changes resistances: +6% lightning / +9% temporal / +9% light / +38% nature / +3% mind Changes damage: +19% nature Spell save: +15 (+2 eff.) Disease immunity: +5% Pinning immunity: +5% Knockback immunity: +15% Life regen: +3.90 Maximum life: +180.00 Maximum stamina: +34.00 Mindpower: +12 (+1 eff.) Healing mod.: +59% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Ce'Newyn the voratun battleaxe (97.5-146.25 power, 4 apr)Ce'Newyn the voratun battleaxe (97.5-146.25 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 97.5 - 146.3 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +51 nature / +24 temporal When wielded/worn: Armour penetration: +21 Physical crit. chance: +20.0% Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% acid / +6% temporal / +5% arcane / +9% blight Changes resistances penetration: +20% physical / +21% mind / +21% darkness Changes damage: +19% physical Physical save: +6 (+1 eff.) Poison immunity: +5% Teleport immunity: +10% Only die when reaching: -20.00 life Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Islaleyamina the Plagueraven (55-82.5 power, 4 apr)Islaleyamina the Plagueraven (55-82.5 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to remove a magical effect Damage (Melee): +56 nature / +4 darkness Burst (radius 1) on hit: +8 nature / +12 lightning Burst (radius 2) on crit: +12 nature Damage against: +42% Unnatural When wielded/worn: Accuracy: +40 (+5 eff.) Armour penetration: +21 Physical crit. chance: +17.0% Defense: +19 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 darkness Changes stats: +10 Str / +9 Wil Changes resistances penetration: +19% mind / +21% darkness Changes damage: +21% physical Critical mult.: +28.00% Spell save: +10 (+1 eff.) Disarm immunity: +53% Stamina when hit: +4.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thunderous voratun battleaxe of rage (59-88.5 power, 4 apr)thunderous voratun battleaxe of rage (59-88.5 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 26% chance to daze When wielded/worn: Accuracy: +16 (+2 eff.) Changes stats: +11 Str / +5 Dex / +5 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning Changes damage: +16% physical Stamina when hit: +4.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Adessra the Glarehunter (38.5-50.05 power, 9 apr)Adessra the Glarehunter (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 20 arcane resource burn * 45% chance to corrode armour On weapon crit: * burns latent spell energy Damage (Melee): +34 insidious poison / +8 light / +8 acid Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +21 (+3 eff.) Physical power: +24 (+3 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Dex / +9 Con Changes resistances: +5% arcane / +8% all Changes resistances penetration: +10% nature / +24% physical Changes damage: +3% light Disarm immunity: +94% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Eclipsequench (29.5-38.35 power, 9 apr)Eclipsequench (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 20% chance to torment the target When wielded/worn: Accuracy: +33 (+4 eff.) Armour penetration: +19 Physical crit. chance: +9.0% Defense: +21 (+4 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +4 Str Changes resistances: +3% lightning / +3% physical Changes resistances penetration: +10% physical / +11% mind / +11% darkness Changes damage: +19% physical / +15% light / +9% darkness Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Blindness immunity: +5% Disarm immunity: +69% Stamina when hit: +2.00 Sharp, short and deadly. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 30% Wil, 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 30% Wil, 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of massacre (26.5-34.45 power, 7 apr)balanced dwarven-steel dagger of massacre (26.5-34.45 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 30% Wil, 45% Dex, 45% Str 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: +7 (+1 eff.) Defense: +9 (+2 eff.) Disarm immunity: +30% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun dagger (38.5-50.05 power, 9 apr)blazebringer's voratun dagger (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +11% fire Global speed: +3% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. caustic voratun dagger of shearing (40-52 power, 9 apr)caustic voratun dagger of shearing (40-52 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 18% chance to corrode armour When wielded/worn: Armour penetration: +11 Changes resistances penetration: +10% acid / +12% physical Changes damage: +9% physical Life regen: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming voratun dagger of projection (37.5-48.75 power, 9 apr)flaming voratun dagger of projection (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +9 mind Burst (radius 1) on hit: +8 fire 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. glacial voratun dagger (36.5-47.45 power, 9 apr)glacial voratun dagger (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +17 ice When wielded/worn: Armour: +8 Changes resistances penetration: +8% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger 'Blastschism' (48-62.4 power, 9 apr)voratun dagger 'Blastschism' (48-62.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 48.0 - 62.4 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 69% chance to daze * 40 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +14 nature / +11 mind Burst (radius 2) on crit: +8 lightning / +12 fire When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +3% darkness Changes resistances penetration: +12% lightning / +11% fire Changes damage: +3% mind Spell save: +6 (+1 eff.) Maximum psi: +20.00 Mindpower: +2 (+0 eff.) Light radius: +1 Global speed: +4% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger 'Murkqueller' (41-53.3 power, 12 apr)voratun dagger 'Murkqueller' (41-53.3 power, 12 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 41.0 - 53.3 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Melee): +14 darkness Burst (radius 2) on crit: +18 ice Damage against: +12% Living When wielded/worn: Accuracy: +24 (+3 eff.) Armour: +8 Defense: +8 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 nature Changes stats: +5 Str / +2 Con Changes resistances: +15% cold Changes resistances penetration: +5% nature / +11% cold Changes damage: +18% physical Disarm immunity: +25% Stamina when hit: +2.00 Healing mod.: +5% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of nature (38-49.4 power, 9 apr)voratun dagger of nature (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +9% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Silenn the voratun greatsword (65-104 power, 4 apr)Silenn the voratun greatsword (65-104 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 30 arcane resource burn On weapon crit: * cripple the target * burns latent spell energy When wielded/worn: Accuracy: +45 (+6 eff.) Armour penetration: +19 Physical crit. chance: +33.0% Physical power: +21 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +9 Str / +6 Dex / +9 Con Changes resistances penetration: +16% physical Changes damage: +25% physical Critical mult.: +27.00% Spell save: +18 (+3 eff.) Disarm immunity: +49% Stamina when hit: +4.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun greatsword of erosion (61.5-98.4 power, 4 apr)blazebringer's voratun greatsword of erosion (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +19 nature / +14 temporal Burst (radius 2) on crit: +26 fire When wielded/worn: Changes resistances penetration: +20% fire Global speed: +1% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatsword of massacre (77-123.2 power, 4 apr)chilling voratun greatsword of massacre (77-123.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.0 - 123.2 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick voratun greatsword (64-102.4 power, 4 apr)quick voratun greatsword (64-102.4 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +12 (+1 eff.) Changes stats: +6 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thunderous steel greatsword of crippling (24-38.4 power, 2 apr)thunderous steel greatsword of crippling (24-38.4 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 30% Wil, 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: * 23% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +5 Cun / +3 Con Changes resistances penetration: +10% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thunderous stralite greatsword of crippling (49.5-79.2 power, 3 apr)thunderous stralite greatsword of crippling (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 19% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Changes stats: +3 Str / +3 Dex / +3 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances penetration: +12% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thunderous voratun greatsword of projection (61-97.6 power, 4 apr)thunderous voratun greatsword of projection (61-97.6 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 23% chance to daze Damage (Melee): +24 mind When wielded/worn: Changes stats: +5 Str / +3 Dex / +6 Mag / +5 Wil / +5 Cun / +2 Con Changes resistances penetration: +14% lightning 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. voratun greatsword of rage (60-96 power, 4 apr)voratun greatsword of rage (60-96 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+1 eff.) Changes stats: +9 Str Changes damage: +17% physical Stamina when hit: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow 'Belirena'dragonbone longbow 'Belirena' Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 20 arcane resource burn * 12% chance to corrode armour Travel speed: +200% Damage (Ranged): +30 nature When wielded/worn: Accuracy: +6 (+0 eff.) Physical power: +29 (+4 eff.) Changes stats: +12 Str / +3 Con Changes resistances: +3% temporal / +3% nature / +9% all Changes resistances penetration: +11% acid / +15% nature Changes damage: +18% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Mental save: +6 (+1 eff.) Life regen: +2.50 Maximum life: +10.00 Maximum hate: +4.00 Mental crit. chance: +2% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. fungal dragonbone longbow of true flightfungal dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +9.0% Changes stats: +4 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 170 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Butcher (48-67.2 power, 12 apr)Butcher (48-67.2 power, 12 apr) Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+2 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
This item will automatically be transmogrified when you leave the level. acidic voratun longsword of the mystic (43-60.2 power, 6 apr)acidic voratun longsword of the mystic (43-60.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid When wielded/worn: Changes stats: +5 Mag / +4 Wil Spellpower: +12 (+0 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous voratun longsword (44-61.6 power, 6 apr)thunderous voratun longsword (44-61.6 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13% chance to daze When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +13% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword of nature (41-57.4 power, 6 apr)voratun longsword of nature (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +11% nature Sharp, long, and deadly. |
Bilestreak the living mindstar (16-17.6 power, 40 apr, nature damage) Bilestreak the living mindstar (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +9 bleed Burst (radius 2) on crit: +4 nature Damage against: +12% Undead When wielded/worn: Physical crit. chance: +11.0% Fatigue: -6% Damage when hit (Melee): 16 mind / 12 darkness Changes resistances: +3% lightning / +17% darkness / +9% blight / +6% cold / +11% nature Changes resistances penetration: +5% nature / +15% fire Changes damage: +23% physical / +14% mind / +16% darkness Stamina when hit: +2.10 Mindpower: +10 (+1 eff.) Mental crit. chance: +15% Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 55% Wil, 10% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 55 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Nightwire the mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Nightwire the mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 10% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Burst (radius 1) on hit: +12 darkness Damage against: +8% Undead When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +10% blight / +6% fire / +11% darkness / +6% nature Changes damage: +3% nature Disease immunity: +13% Stamina when hit: +0.50 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 60% Wil, 10% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Talent mastery: +0.20 Wild-curse / Snake aspect Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 354.78 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. Voroselaith the living mindstar (15-16.5 power, 41 apr, mind damage)Voroselaith the living mindstar (15-16.5 power, 41 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 15.0 - 16.5 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +41 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 cold / +10 temporal Damage against: +54% Undead When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -4% Changes stats: +5 Str / +2 Dex / +4 Wil / +4 Cun Changes resistances: +3% temporal / +8% physical / +48% darkness / +24% mind / +28% blight / +19% fire / +27% nature / +31% light Changes resistances penetration: +10% physical Changes damage: +13% temporal / +10% cold / +7% darkness / +10% physical Critical mult.: +3.00% Mental save: +9 (+1 eff.) Life regen: +2.00 Stamina when hit: +4.80 Maximum life: +50.00 Maximum stamina: +10.00 Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Infravision radius: +4 See stealth: +21 See invisible: +25 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 mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage)enduring mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 10% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances: +6% nature / +6% physical Talent mastery: +0.20 Technique / Conditioning Mental save: +3 (+0 eff.) Maximum psi: +15.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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 summer (17.5-19.25 power, 40 apr, nature damage)horrifying living mindstar of summer (17.5-19.25 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: 17.5 - 19.3 Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 fire When wielded/worn: Damage when hit (Melee): 7 mind / 3 darkness Changes resistances: +7% cold / +6% darkness / +12% temporal Changes damage: +4% mind / +5% fire / +6% darkness / +6% light Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar 'Giludas' (16-17.6 power, 40 apr, nature damage)living mindstar 'Giludas' (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn Damage (Melee): +7 temporal / +7 cold Damage against: +30% Animal When wielded/worn: Damage (Melee): 15 nature Effects when hit in melee: * 17 arcane resource burn * Slows global speed by 9% Changes stats: +3 Cun Changes resistances: +10% fire / +19% arcane / +19% light Changes resistances penetration: +9% arcane / +5% mind Changes damage: +11% temporal / +10% darkness / +7% nature / +9% cold / +3% mind / +10% arcane Mental save: +30 (+5 eff.) Maximum hate: +4.00 Maximum psi: +44.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +9% Infravision radius: +8 Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of storms (17-18.7 power, 40 apr, nature damage)living mindstar of storms (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +1 Str / +3 Dex / +3 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +12% lightning Changes resistances penetration: +13% lightning Changes damage: +20% lightning Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of the equinox (15.5-17.05 power, 40 apr, mind damage)living mindstar of the equinox (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 temporal / +9 blinding light When wielded/worn: Accuracy: +12 (+1 eff.) Defense: +11 (+2 eff.) Changes damage: +8% light / +5% darkness Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mitotic pulsing mindstar (13-14.3 power, 32 apr, mind damage)mitotic pulsing mindstar (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, 25% Cun Damage type: Mind Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +13.5% Attack speed: 100% On weapon hit: * Slows global speed by 15% * 9% chance to corrode armour When wielded/worn: Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (3-3.3 power, 12 apr, nature damage) mossy mindstar (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, 10% Cun Damage type: Nature Mastery: Psiclaws 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% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 10% Cun Damage type: Mind Mastery: Psiclaws 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% 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 living mindstar of vitality (16.5-18.15 power, 40 apr, mind damage)nature's living mindstar of vitality (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +17% Undead When wielded/worn: Changes resistances: +20% blight / +16% darkness / +12% nature Changes damage: +7% nature Disease immunity: +18% Stamina when hit: +1.60 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. parasitic living mindstar of vitality (16.5-18.15 power, 40 apr, mind damage)parasitic living mindstar of vitality (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +21% Undead When wielded/worn: Changes resistances: +10% blight / +21% darkness / +5% nature Talents cooldown: Frenzied Focus (+0(-) turn) Brain Storm (+0(-) turn) Charged Aura (+0(-) turn) Thermal Aura (+0(-) turn) Pyrokinesis (+0(-) turn) Kinetic Aura (+0(-) turn) Stamina when hit: +0.60 Hate when firing a critical mind attack: +4.00 Maximum hate: +10.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Life leech chance: +11% Life leech: +16% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. primordial mossy mindstar of sand (2.5-2.75 power, 12 apr, nature damage)primordial mossy mindstar of sand (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 60% Wil, 10% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +7 temporal / +6 nature slow When wielded/worn: Damage when hit (Melee): 7 physical Changes resistances: +6% physical Changes resistances penetration: +5% physical Changes damage: +3% temporal / +4% nature / +6% physical Mindpower: +2 (+0 eff.) Mental crit. chance: +1% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 38 of target armor and 19% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. projecting pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage)projecting pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 12.5 - 13.8 Uses stats: 75% Wil, 25% Cun Damage type: Mind Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +21% lightning / +16% fire / +16% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talents cooldown: Frenzied Focus (+0(-) turn) Brain Storm (+0(-) turn) Charged Aura (+0(-) turn) Thermal Aura (+0(-) turn) Pyrokinesis (+0(-) turn) Kinetic Aura (+0(-) turn) Life regen: +1.30 Maximum life: +22.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. summoner's living mindstar (17-18.7 power, 40 apr, mind damage)summoner's living mindstar (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +19 (+2 eff.) Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blazebringer's cured leather slingblazebringer's cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +13 fire When wielded/worn: Changes resistances penetration: +8% fire Global speed: +3% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Kor's Fall (10-12 power, 0 apr, darkness element)Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 110% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+0 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 121.30 physical damage to all targets in line, and inflicting bleeding for another 60.65 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 100% Mag, 30% Wil Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes damage: +20% cold / +20% arcane / +20% light Mental save: +8 (+1 eff.) Vim when firing critical spell: +4.00 Spellpower: +30 (+1 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. Umbraroar (25-30 power, 5 apr, light element)Umbraroar (25-30 power, 5 apr, light element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Physical crit. chance: +49.0% Defense: +22 (+5 eff.) Effects on melee hit: * 16% chance to blind * 44% chance to inflict damage reduction Damage when hit (Melee): 4 mind / 12 darkness Changes resistances: +5% arcane Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +70.00% Physical save: +8 (+1 eff.) Spell save: +26 (+4 eff.) Spellpower: +12 (+0 eff.) Spell crit. chance: +4% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Light radius: +5 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 85.21 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. bloodlich's ash vilestaff (15-18 power, 3 apr, darkness element)bloodlich's ash vilestaff (15-18 power, 3 apr, darkness 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: 80% 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 stats: +3 Mag / +2 Cun / +2 Con Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Vim when firing critical spell: +5.00 Maximum vim: +28.00 Maximum neg.energy: +24.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone magestaff of might (30-36 power, 6 apr, cold element)bloodlich's dragonbone magestaff of might (30-36 power, 6 apr, cold 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: 80% 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 stats: +5 Mag / +7 Cun / +8 Con Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +26.00% Vim when firing critical spell: +5.00 Maximum vim: +31.00 Maximum neg.energy: +25.00 Spellpower: +15 (+0 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element)dragonbone magestaff of channeling (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: 80% 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 Mana each turn: +0.20 Spellpower: +28 (+1 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element)dragonbone magestaff of channeling (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: 80% 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 Mana each turn: +0.23 Spellpower: +30 (+1 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of dusk (30-36 power, 6 apr, lightning element)dragonbone magestaff of dusk (30-36 power, 6 apr, lightning 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: 80% 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% lightning Talent granted: +1 Command Staff Maximum neg.energy: +35.00 Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Light radius: -1 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone starstaff of dusk (30-36 power, 6 apr, darkness element)dragonbone starstaff of dusk (30-36 power, 6 apr, darkness 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: 80% 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% darkness Talent granted: +1 Command Staff Maximum neg.energy: +40.00 Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Light radius: -1 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen dragonbone magestaff of greater warding (30-36 power, 6 apr, lightning element)earthen dragonbone magestaff of greater warding (30-36 power, 6 apr, lightning 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: 80% 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: Armour: +22 Armour Hardiness: +12% Defense: +7 (+2 eff.) Maximum wards: +3 lightning Changes damage: +30% lightning Talents granted: +2 Ward +1 Command Staff Physical save: +7 (+1 eff.) Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen dragonbone starstaff of war (43-51.6 power, 6 apr, physical element)earthen dragonbone starstaff of war (43-51.6 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 43.0 - 51.6 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +19 physical When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +5.0% Armour: +8 Armour Hardiness: +8% Changes damage: +30% physical Talent granted: +1 Command Staff Physical save: +8 (+1 eff.) Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal dragonbone starstaff (30-36 power, 6 apr, darkness element)infernal dragonbone starstaff (30-36 power, 6 apr, darkness 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: 80% 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: Damage (Melee): 23 fire Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +20 (+1 eff.) Spell crit. chance: +5% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. keeper's ash vilestaff of protection (15-18 power, 3 apr, blight element)keeper's ash vilestaff of protection (15-18 power, 3 apr, blight 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: 80% 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 resistances: +8% blight Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Casting speed: +13% Paradox regeneration: -2.00 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding ash starstaff of invocation (15-18 power, 3 apr, light element)lifebinding ash starstaff of invocation (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 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: 80% 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 stats: +5 Con Changes damage: +15% light Talent granted: +1 Command Staff Life regen: +0.90 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +17 (+0 eff.) Spell crit. chance: +2% Healing mod.: +17% It can be used to conjure elemental energy in a radius 4 cone, dealing 59.39 to 71.27 light damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone vilestaff (30-36 power, 6 apr, blight element)lifebinding dragonbone vilestaff (30-36 power, 6 apr, blight element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% 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 stats: +5 Con Changes damage: +30% blight Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +22 (+1 eff.) Spell crit. chance: +5% Healing mod.: +23% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of channeling (40-48 power, 6 apr, fire element)potent dragonbone vilestaff of channeling (40-48 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stats: 80% 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: +40% fire Talent granted: +1 Command Staff Mana each turn: +0.16 Spellpower: +32 (+1 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of might (39-46.8 power, 6 apr, blight element)potent dragonbone vilestaff of might (39-46.8 power, 6 apr, blight 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: 39.0 - 46.8 Uses stats: 80% 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: +39% blight Talent granted: +1 Command Staff Spellpower: +19 (+1 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel steamgun of natureblazebringer's steel steamgun of nature Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +17 nature / +12 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +8% nature / +8% fire Global speed: +3% 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. gunslinger's steel steamgun of true shotgunslinger's steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +8.0% Changes damage: +10% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 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. iron steamgun of true shotiron steamgun of true shot Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% 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. iron steamgun of true shotiron steamgun of true shot Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% 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 lightningmighty iron steamgun of lightning 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 stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +7 lightning Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str Changes damage: +9% lightning 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. ranger's iron steamgun of life drainingranger's iron steamgun of life draining 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 stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +9 draining blight Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Changes damage: +10% blight 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. swiftstrike iron steamgun of lightningswiftstrike iron steamgun of lightning 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 stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 111% Firing range: +6 Travel speed: +800% Damage (Ranged): +8 lightning Attacks use: 2.0 Steam When wielded/worn: Changes damage: +10% lightning 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. swiftstrike iron steamgun of natureswiftstrike iron steamgun of nature Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 111% Firing range: +6 Travel speed: +800% Damage (Ranged): +9 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +3% all Changes resistances penetration: +5% nature 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. insidious voratun steamsaw of acid resistance (+29%) (39.5-59.25 power, 25 apr)insidious voratun steamsaw of acid resistance (+29%) (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stats: 30% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +86 Damage (Melee): +51 insidious poison Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +29% acid Talent granted: +3 Block 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. thought-forged voratun steamsaw of erosion (40.5-60.75 power, 25 apr)thought-forged voratun steamsaw of erosion (40.5-60.75 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stats: 30% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +98 On weapon hit: * 27% chance to cause random gloom Damage (Melee): +18 temporal / +12 nature / +11 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Talent granted: +3 Block 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. Cuthanik the voratun waraxe (39.5-55.3 power, 6 apr)Cuthanik the voratun waraxe (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn * disrupts spell-casting Damage (Melee): +16 acid / +20 darkness Burst (radius 2) on crit: +16 fire Damage against: +20% Living / +37% Unnatural When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +15 Changes stats: +7 Str / +6 Wil Changes resistances penetration: +15% physical / +15% fire Changes damage: +28% physical Critical mult.: +10.00% Stamina when hit: +2.00 Hate when firing a critical mind attack: +4.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Global speed: +5% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Treedream the voratun waraxe (39-54.6 power, 6 apr)Treedream the voratun waraxe (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 20% chance to torment the target * disrupts spell-casting * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage against: +30% Unnatural When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +25.0% Physical power: +28 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +7 Str / +5 Dex Changes resistances: +9% acid / +3% light / +6% lightning Changes resistances penetration: +15% mind / +15% darkness Changes damage: +15% physical Stamina when hit: +2.50 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing voratun waraxe of amnesia (40.5-56.7 power, 6 apr)arcing voratun waraxe of amnesia (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +11 lightning When wielded/worn: One-handed war axes. |
This item will automatically be transmogrified when you leave the level. inquisitor's steel waraxe of torment (15-21 power, 3 apr)inquisitor's steel waraxe of torment (15-21 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn * 20% chance to torment the target On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances penetration: +7% mind / +7% darkness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe 'Glyth' (53-74.2 power, 6 apr)voratun waraxe 'Glyth' (53-74.2 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 53.0 - 74.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +48 insidious poison / +17 nature Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +27 (+3 eff.) Armour penetration: +2 Defense: +12 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +2 Wil Changes resistances: +3% lightning / +6% temporal / +8% all Changes resistances penetration: +15% nature Changes damage: +11% physical Reduces incoming crit damage: 5.00% Disarm immunity: +35% Stamina when hit: +1.80 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun waraxe of projection (39.5-55.3 power, 6 apr)warbringer's voratun waraxe of projection (39.5-55.3 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +15% physical Disarm immunity: +24% 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. Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level. insulating rough leather belt of burglaryinsulating rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +7% fire / +6% cold Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. noble's rough leather belt of magerynoble's rough leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Reduced damage from: +20% Summoned Spell crit. chance: +4% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. noble's rough leather belt of the giantsnoble's rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Reduced damage from: +18% Summoned Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. noble's rough leather belt of the giantsnoble's rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Reduced damage from: +19% Summoned Spell save: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Blindkiller' rough leather belt 'Blindkiller'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances penetration: +20% arcane Maximum encumbrance: +21 Mental save: +6 (+1 eff.) Spellpower: +3 (+0 eff.) Light radius: +2 A belt that goes around your waist. |
rough leather belt of burglary rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Kindlequake (17 def, 0 armour)Kindlequake (17 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+4 eff.) Changes stats: +4 Str / +2 Wil / +1 Cun / +6 Con Changes resistances: +10% acid / +10% lightning / +50% darkness / +9% fire / +23% blight / +10% cold / +17% nature / +3% light Changes resistances penetration: +34% darkness Changes damage: +43% darkness / +6% physical Reduces incoming crit damage: 17.00% Stealth bonus: +49 Physical save: +14 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Life regen: +2.80 Only die when reaching: -20.00 life Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. murderer's linen cloak of conjuring (1 def, 0 armour)murderer's linen cloak of conjuring (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +6% arcane Changes damage: +7% arcane Critical mult.: +13.00% Maximum mana: +31.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. murderer's linen cloak of implacability (1 def, 0 armour)murderer's linen cloak of implacability (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. regal linen cloak of the hunter (1 def, 0 armour)regal linen cloak of the hunter (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+2 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +3 Wil Mental save: +6 (+1 eff.) Maximum life: +52.00 Maximum stamina: +15.00 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 (1 def, 0 armour)resilient linen cloak of Eldoral (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: +2 Cun / +2 Dex Maximum life: +35.00 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. restorative linen cloak of fog (6 def, 0 armour)restorative linen cloak of fog (6 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +12% blight / +13% fire / +11% nature / +11% light Stealth bonus: +6 Life regen: +1.20 Healing mod.: +13% 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. shadow linen cloak (1 def, 0 armour)shadow linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% darkness Changes resistances penetration: +6% darkness Changes damage: +7% darkness Stealth bonus: +9 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. shadow linen cloak (1 def, 0 armour)shadow linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% darkness Changes resistances penetration: +7% darkness Changes damage: +8% darkness Stealth bonus: +8 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. shadow linen cloak of the guardian (8 def, 5 armour)shadow linen cloak of the guardian (8 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes resistances: +11% darkness Changes resistances penetration: +7% darkness Changes damage: +6% darkness Stealth bonus: +6 Physical save: +11 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +13 (+2 eff.) 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. wyrmwaxed linen cloak of Iron Throne (1 def, 0 armour)wyrmwaxed linen cloak of Iron Throne (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: +2 Str / +2 Con Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold 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. Elenikalthosus (8 def, 5 armour)Elenikalthosus (8 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes stats: +15 Cun / +2 Wil Changes resistances: +27% acid / +3% physical / +3% nature Changes resistances penetration: +16% mind Changes damage: +22% mind / +18% acid Critical mult.: +35.00% Physical save: +25 (+4 eff.) Spell save: +10 (+1 eff.) Mental save: +27 (+5 eff.) Disease immunity: +10% Silence immunity: +20% Psi each turn: +0.85 Hate when firing a critical mind attack: +10.00 Psi when firing a critical mind attack: +6.00 Maximum psi: +44.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of Angolwen (5 def, 0 armour)elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Mag / +6 Wil Silence immunity: +35% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +10 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk robe of alchemy (5 def, 0 armour)fearwoven elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +18% acid / +16% physical / +16% fire / +13% cold Changes resistances penetration: +11% darkness / +14% physical Changes damage: +7% acid / +32% physical / +13% darkness / +12% cold / +13% fire Talent cooldown: Refit Golem (-5 turns) Maximum hate: +9.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% 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 of Angolwen (0 def, 0 armour)linen robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Silence immunity: +22% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +7 (+0 eff.) 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 power (2 def, 0 armour)mindwoven cashmere robe of power (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +13% all Mental save: +21 (+4 eff.) Spellpower: +14 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. psion's elven-silk robe of life (5 def, 0 armour)psion's elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +15% blight Changes resistances penetration: +8% mind Changes damage: +10% mind Life regen: +2.70 Psi each turn: +0.53 Maximum life: +47.00 Maximum psi: +27.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe (5 def, 0 armour)stormwoven elven-silk robe (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Str / +7 Mag / +7 Wil Changes resistances: +11% lightning / +8% cold Changes damage: +12% lightning / +14% physical / +8% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe (5 def, 0 armour)stormwoven elven-silk robe (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Str / +6 Mag / +7 Wil Changes resistances: +11% lightning / +10% cold Changes damage: +14% lightning / +10% physical / +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe of the mind (+7%) (5 def, 0 armour)stormwoven elven-silk robe of the mind (+7%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Str / +7 Mag / +6 Wil Changes resistances: +7% lightning / +10% cold / +19% mind Changes damage: +11% lightning / +11% physical / +19% mind / +6% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's silk robe of power (3 def, 0 armour)tormentor's silk robe of power (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes damage: +14% all Critical mult.: +11.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Spellpower: +11 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe of life (5 def, 0 armour)verdant elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Con Changes resistances: +10% blight Changes damage: +14% nature Poison immunity: +41% Disease immunity: +36% Life regen: +4.30 Maximum life: +73.00 Healing mod.: +23% 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 of Angolwen (0 def, 0 armour)woollen robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Silence immunity: +27% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Emissra the pair of drakeskin leather boots (50 def, 10 armour)Emissra the pair of drakeskin leather boots (50 def, 10 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Defense: +50 (+10 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 mind Changes stats: +2 Str / +8 Dex / +1 Wil / +1 Cun / +4 Con / +11 Lck Changes resistances: +5% arcane Critical mult.: +10.00% Stealth bonus: +11 Physical save: +14 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +14 (+2 eff.) Hate when firing a critical mind attack: +1.00 Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Lightslicer the pair of iron boots (0 def, 3 armour) Lightslicer the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 12 mind Changes stats: +3 Mag / +3 Wil Changes damage: +9% mind / +6% light Spellpower: +4 (+0 eff.) Light radius: +3 It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. 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. blood-soaked pair of iron boots (0 def, 3 armour)blood-soaked pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% 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. dreamer's pair of voratun boots of spellbinding (0 def, 5 armour)dreamer's pair of voratun boots of spellbinding (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag Physical save: +8 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +7 (+1 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of voratun boots (0 def, 12 armour) miner's pair of voratun boots (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of disengagement (0 def, 1 armour)pair of rough leather boots of disengagement (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 20% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
This item will automatically be transmogrified when you leave the level. Dairyharablek the drakeskin leather gloves (0 def, 25 armour)Dairyharablek the drakeskin leather gloves (0 def, 25 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +25 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 38 mind / 15 physical / 9 nature / 39 darkness Changes stats: +2 Str Changes resistances: +3% blight / +6% cold / +19% nature / +9% acid Changes damage: +11% nature / +7% physical Critical mult.: +10.00% Physical save: +10 (+2 eff.) Mental save: +35 (+6 eff.) Disarm immunity: +49% Life regen: +4.10 Stamina each turn: +1.20 Psi each turn: +0.40 Maximum life: +159.00 Mindpower: +14 (+2 eff.) When used to modify unarmed attacks: Base power: 39.5 - 43.5 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +31 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +4 acid / +11 physical / +15 nature It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Dakhtun's Gauntlets (0 def, 6 armour)Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Glitterdare the hardened leather gloves (0 def, 2 armour) Glitterdare the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +11 Physical crit. chance: +14.0% Armour: +2 Effects on melee hit: * 20 arcane resource burn Damage (Melee): 8 nature Changes stats: +6 Cun / +5 Dex Changes resistances: +11% darkness / +7% nature Changes damage: +6% nature Critical mult.: +10.00% Stamina each turn: +0.20 Maximum life: +30.00 Maximum stamina: +20.00 Spell crit. chance: +11% Mental crit. chance: +11% Infravision radius: +3 When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +10 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage Shield penetration (this weapon only): +10% Damage (Melee): +14 darkness / +8 light Burst (radius 2) on crit: +8 nature It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isoseda the voratun gauntlets (0 def, 3 armour) Isoseda the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +12 Physical power: +14 (+2 eff.) Armour: +3 Effects on melee hit: * 21% chance to cause random gloom * Slows global speed by 15% Damage (Melee): 12 acid / 13 cold / 38 darkness / 27 mind Effects when hit in melee: * 35% chance to reduce powers by 20% * 32 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +5 Str / +6 Dex / +3 Cun Changes resistances: +12% acid / +10% cold / +3% darkness / +3% nature Changes damage: +10% acid / +8% cold / +9% mind Critical mult.: +15.00% Spell save: +18 (+3 eff.) Mental save: -9 (-2 eff.) Mindpower: +9 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 40.0 - 56.0 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +24 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). On weapon hit: * 35% chance to reduce powers by 20% * 27 arcane resource burn Damage (Melee): +4 mind Burst (radius 2) on crit: +15 ice / +13 acid It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Splendourbore the rough leather gloves (0 def, 1 armour) Splendourbore the rough leather gloves (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: +6 (+0 eff.) Armour: +1 Damage (Melee): 6 lightning Changes resistances: +6% lightning Changes resistances penetration: +20% light Changes damage: +4% lightning / +3% arcane Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +22% Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). On weapon hit: * 20% chance to blind Burst (radius 2) on crit: +6 lightning 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. alchemist's drakeskin leather gloves of strength (+3) (0 def, 3 armour)alchemist's drakeskin leather gloves of strength (+3) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +3 Damage (Melee): 6 acid / 6 fire / 5 cold / 7 lightning Changes stats: +3 Str / +4 Mag / +4 Wil When used to modify unarmed attacks: Base power: 33.0 - 36.3 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 ice / +19 fire / +18 acid / +19 lightning 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. blighted dwarven-steel gauntlets of archery (0 def, 2 armour)blighted dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 9 blight Changes stats: +6 Cun / +6 Dex Changes resistances: +7% blight Changes damage: +6% blight When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +16 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). Burst (radius 2) on crit: +9 blight It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. brawler's drakeskin leather gloves (0 def, 3 armour)brawler's drakeskin leather gloves (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +2 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+2 eff.) When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). 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. drakeskin leather gloves 'Armyradig' (0 def, 3 armour)drakeskin leather gloves 'Armyradig' (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +18 (+2 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 15 lightning Damage when hit (Melee): 8 mind Changes stats: +18 Str / +14 Dex / +11 Cun / +6 Con Changes resistances: +7% lightning / +5% arcane / +15% light / +3% nature Changes damage: +9% lightning / +3% mind Talent cooldown: Double Strike (-3 turns) Physical save: +62 (+10 eff.) Spell save: +6 (+1 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 35.5 - 39.1 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +5 Physical crit. chance: +44.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (30% chance level 5). Damage (Melee): +25 physical Burst (radius 2) on crit: +15 lightning Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. 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. heroic voratun gauntlets of the starseeker (0 def, 8 armour)heroic voratun gauntlets of the starseeker (0 def, 8 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +4 Cun / +4 Mag Changes resistances: +7% light / +8% darkness Mental save: +11 (+2 eff.) Maximum life: +75.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 35.0 - 49.0 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Burst (radius 2) on crit: +39 light / +20 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 65.11 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. naturalist's voratun gauntlets of regeneration (0 def, 3 armour)naturalist's voratun gauntlets of regeneration (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 11 nature Changes resistances: +10% nature Changes damage: +9% nature Life regen: +3.50 Stamina each turn: +0.60 Psi each turn: +0.33 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 2) on crit: +12 nature Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. polar hardened leather gloves of dexterity (+4) (0 def, 2 armour)polar hardened leather gloves of dexterity (+4) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +2 Damage (Melee): 8 cold Changes stats: +4 Dex Changes resistances: +7% cold Changes damage: +5% cold When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Burst (radius 2) on crit: +11 ice 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. scouring drakeskin leather gloves of sorrow (0 def, 3 armour)scouring drakeskin leather gloves of sorrow (0 def, 3 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 27 mind / 16 darkness Effects when hit in melee: * 21% chance to reduce powers by 20% * 28 arcane resource burn Spell save: +20 (+3 eff.) Mental save: -7 (-2 eff.) Mindpower: +8 (+1 eff.) When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). On weapon hit: * 25% chance to reduce powers by 20% * 28 arcane resource burn It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brandwasp (3 def, 0 armour) Brandwasp (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Dex / +6 Wil / +6 Cun Changes resistances: +9% temporal / +17% mind / +6% fire Changes resistances penetration: +10% fire Changes damage: +16% mind Physical save: +15 (+2 eff.) Mental save: +13 (+2 eff.) Equilibrium when hit: +4.90 Psi when hit: +5.50 Hate when hit: +5.70 Maximum psi: +30.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +4% Infravision radius: +1 See invisible: +6 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Celestial Circlet (3 def, 0 armour)Celestial Circlet (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% light / +10% darkness / +10% arcane Changes damage: +10% light / +10% darkness / +10% arcane Talent mastery: +0.10 Celestial / Circles Activating this item is instant. It can be used to activate talent Circle of Shifting Shadows (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle increases your Defense by 8, and deals 11.02 darkness damage per turn to everyone else with in its radius. The circle lasts 5 turns. The damage will increase with your Spellpower. A silver circlet studded with moonstones. |
This item will automatically be transmogrified when you leave the level. Cobraroar the drakeskin leather cap (0 def, 5 armour)Cobraroar the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +4 Dex / +9 Wil / +5 Cun / +10 Con Changes resistances: +3% acid / +5% arcane / +15% blight / +13% cold / +3% mind / +6% fire Changes damage: +3% nature / +3% mind Physical save: +37 (+6 eff.) Mental save: +25 (+4 eff.) Blindness immunity: +15% Cut immunity: +10% Maximum psi: +51.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Cracklespawn the rough leather cap (0 def, 1 armour) Cracklespawn the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 lightning / 6 physical / 20 mind Changes stats: +2 Str Physical save: +12 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1344.2 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Gleamkill the drakeskin leather cap (0 def, 5 armour)Gleamkill the drakeskin leather cap (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 light Changes stats: +4 Str / +18 Dex / +3 Mag / +18 Wil / +9 Cun / +5 Con Changes resistances: +3% lightning / -25% light / +30% blight / +10% cold / +6% nature / +6% darkness Grants telepathy: Dragon Humanoid/Orc Allows you to breathe in: water Mental save: +23 (+4 eff.) Life regen: +8.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Lorygandil (0 def, 5 armour)Lorygandil (0 def, 5 armour) Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +8 Str / +17 Wil / +3 Cun / +5 Con Changes resistances: +6% light / +9% darkness / +25% blight / +9% cold / +31% mind / +24% nature Spell save: +3 (+0 eff.) Mental save: +56 (+9 eff.) Confusion immunity: +40% Mindpower: +4 (+1 eff.) Light radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Nerogama (0 def, 11 armour)Nerogama (0 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +14 Str / +9 Dex / +6 Con Changes resistances: +9% lightning / +12% temporal / +15% nature Grants telepathy: Dragon Physical save: +33 (+5 eff.) Spell save: +15 (+2 eff.) Mental save: +38 (+6 eff.) Maximum life: +109.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +5% Infravision radius: +4 Healing mod.: +29% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Nidir (0 def, 5 armour)Nidir (0 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +9 Str / +9 Dex / +12 Wil Changes resistances: +27% acid / +10% lightning / +14% blight / +11% fire / +20% mind / +25% cold Allows you to breathe in: water Critical mult.: +15.00% Spell save: +3 (+0 eff.) Mental save: +41 (+7 eff.) Confusion immunity: +41% Stamina when hit: +2.20 Equilibrium when hit: +1.70 Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +10 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. aegis linen wizard hat of earthrunes (1 def, 2 armour)aegis linen wizard hat of earthrunes (1 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Con Life regen: +2.00 Damage Shield Power: +7% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 94.72 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. catburglar's iron helm (0 def, 3 armour)catburglar's iron helm (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Dex Changes resistances: +12% darkness Infravision radius: +3 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. catburglar's rough leather cap of knowledge (0 def, 1 armour)catburglar's rough leather cap of knowledge (0 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +3 Wil / +3 Cun Changes resistances: +12% darkness Mindpower: +4 (+1 eff.) Infravision radius: +3 A cap made of leather. |
drakeskin leather cap 'Gloomwild' (6 def, 12 armour) drakeskin leather cap 'Gloomwild' (6 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 9 physical / 4 darkness / 12 fire Changes stats: +14 Str / +5 Con Changes resistances: +15% lightning / +5% arcane / +3% nature / +5% all Changes resistances penetration: +5% fire Changes damage: +9% darkness Physical save: +11 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1344.2 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch linen wizard hat (1 def, 0 armour)eldritch linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Mana each turn: +1.00 Mana when hit: +1.00 Maximum mana: +54.00 Spellpower: +6 (+0 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. iron helm of the bounder (0 def, 3 armour)iron helm of the bounder (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Str / +6 Dex 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. leafwalker's iron helm of might (0 def, 3 armour)leafwalker's iron helm of might (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Con Changes resistances: +6% nature Spell save: +4 (+1 eff.) Maximum life: +47.00 Healing mod.: +13% 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. mindcaging dwarven-steel helm (0 def, 4 armour)mindcaging dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +17% mind Mental save: +18 (+3 eff.) Confusion immunity: +31% 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. mindcaging rough leather cap (0 def, 1 armour)mindcaging rough leather cap (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +13% mind Mental save: +13 (+2 eff.) Confusion immunity: +23% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's iron helm of precognition (5 def, 5 armour)miner's iron helm of precognition (5 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +5 Defense: +5 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn Changes stats: +3 Cun Infravision radius: +2 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. psion's linen wizard hat of knowledge (1 def, 0 armour)psion's linen wizard hat of knowledge (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +7% mind Changes damage: +7% mind Physical save: +6 (+1 eff.) Mental save: +8 (+1 eff.) Maximum psi: +13.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. thaloren iron helm (0 def, 3 armour)thaloren iron helm (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Wil Changes resistances: +7% blight Mental save: +6 (+1 eff.) 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. warlord's rough leather cap of trickery (0 def, 1 armour)warlord's rough leather cap of trickery (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +7 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +3 Dex / +4 Wil / +3 Cun Changes resistances: +6% physical Physical save: +7 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour (5 def, 10 armour)fortifying voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +4 Str / +5 Con Maximum life: +44.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened voratun mail armour of stability (5 def, 16 armour)hardened voratun mail armour of stability (5 def, 16 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +9% acid / +16% physical / +8% fire / +10% lightning / +9% cold Physical save: +15 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic voratun mail armour of command (16 def, 17 armour)prismatic voratun mail armour of command (16 def, 17 armour) Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +16 (+3 eff.) Fatigue: +16% Changes stats: +5 Cun Changes resistances: +15% light / +17% darkness Mental save: +13 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant voratun mail armour of the deep (5 def, 14 armour)radiant voratun mail armour of the deep (5 def, 14 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +14% acid / +10% cold / +21% darkness / +20% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing voratun mail armour of command (15 def, 18 armour)searing voratun mail armour of command (15 def, 18 armour) Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +15 (+3 eff.) Fatigue: +16% Damage (Melee): 17 acid / 16 fire Damage when hit (Melee): 14 acid / 14 fire Changes stats: +5 Cun Changes resistances: +19% acid / +27% fire Mental save: +25 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour 'Duskborn' (4 def, 9 armour)stralite mail armour 'Duskborn' (4 def, 9 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +7 Wil / +7 Cun / +6 Con Changes resistances: +34% acid / +6% darkness / +12% blight / +66% cold / +3% mind Changes damage: +9% acid Allows you to breathe in: water Mental save: +41 (+7 eff.) Cut immunity: +5% Confusion immunity: +10% Maximum life: +86.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Zubydhevena the reinforced leather armour (30 def, 7 armour) Zubydhevena the reinforced leather armour (30 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +30 (+6 eff.) Ranged Defense: +18 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 9 lightning Damage (Ranged): 8 lightning Changes stats: +4 Dex Changes resistances: +22% lightning / +45% cold / +12% darkness Physical save: +6 (+1 eff.) Mental save: +25 (+4 eff.) Disease immunity: +10% Silence immunity: +5% Stun/Freeze immunity: +5% Life regen: +5.50 Stamina each turn: +1.60 Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. caller's drakeskin leather armour (5 def, 8 armour)caller's drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +10% cold / +10% fire / +11% nature / +9% physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of the hero (2 def, 4 armour)cured leather armour of the hero (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +5 Str / +5 Dex / +5 Mag / +4 Wil / +5 Cun A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening drakeskin leather armour (5 def, 8 armour)enlightening drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +7 Cun / +6 Wil Mental save: +19 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. miasmic cured leather armour of delving (2 def, 4 armour)miasmic cured leather armour of delving (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +8 Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 7 acid Damage (Ranged): 7 acid Changes stats: +5 Str Changes resistances: +11% acid / +8% physical / +13% darkness / +14% nature Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. miasmic rough leather armour of delving (1 def, 2 armour)miasmic rough leather armour of delving (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +7 Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage (Ranged): 6 acid Changes stats: +5 Str Changes resistances: +13% acid / +7% physical / +11% darkness / +13% nature Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued drakeskin leather armour of delving (5 def, 8 armour)multi-hued drakeskin leather armour of delving (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): 9 acid / 9 fire / 8 cold / 10 lightning Changes stats: +8 Str Changes resistances: +12% acid / +11% physical / +13% darkness / +11% fire / +9% lightning / +12% cold Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued rough leather armour of the wind (8 def, 2 armour)multi-hued rough leather armour of the wind (8 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Armour: +2 Defense: +8 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 6 acid / 6 fire / 6 cold / 6 lightning Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Stamina each turn: +0.60 Chance to avoid any damage: +5% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble drakeskin leather armour of alacrity (19 def, 8 armour)nimble drakeskin leather armour of alacrity (19 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +19 (+4 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +8% Changes stats: +4 Dex Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of stability (2 def, 4 armour)rejuvenating cured leather armour of stability (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +7% physical Physical save: +16 (+3 eff.) Life regen: +3.50 Stamina each turn: +1.20 A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (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% A suit of armour made of leather. |
rough leather armour 'Arorin' (1 def, 2 armour) rough leather armour 'Arorin' (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +3 Con Changes resistances: +16% lightning Life regen: +4.70 See invisible: +3 Healing mod.: +11% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing drakeskin leather armour (5 def, 8 armour)searing drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 15 acid / 23 fire Damage when hit (Melee): 15 acid / 14 fire Changes resistances: +25% acid / +23% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing drakeskin leather armour of Toknor (5 def, 8 armour)searing drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 11 acid / 17 fire Damage when hit (Melee): 13 acid / 10 fire Changes resistances: +24% acid / +21% fire Critical mult.: +16.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of cold resistance (5 def, 8 armour)spiked drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 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): 16 physical Changes resistances: +21% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of spell shielding (5 def, 8 armour)spiked drakeskin leather armour of spell shielding (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 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): 18 physical Changes resistances: +6% arcane Spell save: +16 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of the hero (5 def, 8 armour)spiked drakeskin leather armour of the hero (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 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): 19 physical Changes stats: +6 Str / +6 Dex / +6 Mag / +7 Wil / +7 Cun A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of the hero (1 def, 2 armour)spiked rough leather armour of the hero (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by nature 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 stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide drakeskin leather armour of spell shielding (5 def, 8 armour)troll-hide drakeskin leather armour of spell shielding (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +8% arcane Spell save: +12 (+2 eff.) Life regen: +13.10 Healing mod.: +24% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. fearforged iron plate armour of implacability (3 def, 12 armour)fearforged iron plate armour of implacability (3 def, 12 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +22% Changes stats: +6 Con Changes resistances: +7% fire / -12% light / +7% darkness Physical save: +12 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour 'Singewind' (16 def, 35 armour)voratun plate armour 'Singewind' (16 def, 35 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +16 (+3 eff.) Fatigue: +17% Damage when hit (Melee): 20 physical Changes stats: +6 Str / +6 Cun / +6 Con Changes resistances: +6% acid / +9% physical / +6% darkness / +29% blight / +15% cold / +24% nature / +6% fire Changes damage: +12% fire Reduced damage from: +15% Unnatural Physical save: +35 (+6 eff.) Mental save: +21 (+4 eff.) Maximum life: +87.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. coruscating iron shield (4 def, 2 armour, 18.5 block)coruscating iron shield (4 def, 2 armour, 18.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 14 fire Changes stats: +2 Str Changes resistances: +12% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious voratun shield of patience (12 def, 9 armour, 283 block)impervious voratun shield of patience (12 def, 9 armour, 283 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 16 temporal Changes stats: +4 Con Changes resistances: +17% temporal Talent granted: +5 Block Physical save: +11 (+2 eff.) Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (373) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking voratun shield of lightning resistance (+28%) (12 def, 3 armour, 184 block)shocking voratun shield of lightning resistance (+28%) (12 def, 3 armour, 184 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 9 lightning Damage when hit (Melee): 29 lightning Changes resistances: +28% lightning Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of crushing (12 def, 3 armour, 198 block)voratun shield of crushing (12 def, 3 armour, 198 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded voratun shield of earthen fury (12 def, 12 armour, 197.5 block)warded voratun shield of earthen fury (12 def, 12 armour, 197.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Armour Hardiness: +8% Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +15% physical Maximum wards: +2 lightning / +4 temporal / +5 blight / +4 fire / +4 cold Talents granted: +1 Ward +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. LayydheweLayydhewe Requires: - Magic 30 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Dex / +12 Wil / +4 Con Changes resistances: +28% acid / +9% temporal / +25% light / +67% cold / +45% nature Reduce damage by fixed amount: +5 all Maximum wards: +4 acid / +13 cold / +9 nature / +4 light Changes damage: +20% nature / +40% cold Reduced damage from: +24% Animal / +18% Vermin / +25% Insect / +20% Spiderkin Grants telepathy: Dragon Demon/Major Demon/Minor Talent granted: +19 Ward Physical save: +19 (+3 eff.) Mental save: +19 (+3 eff.) Hate each turn: +0.50 Maximum hate: +25.00 Infravision radius: +3 Slows Projectiles: +30% Equilibrium regeneration: -0.90 Reduced minimum equilibrium: -25.00 Handheld warding devices |
This item will automatically be transmogrified when you leave the level. Dimwar (20/52, 56-78.4 power, 33 apr)Dimwar (20/52, 56-78.4 power, 33 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 56.0 - 78.4 Uses stats: 30% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +33 Physical crit. chance: +23.5% Capacity: 52 On weapon hit: * 20% chance to inflict damage reduction * Slows global speed by 20% * 25% chance to put talents on cooldown * 20% chance to torment the target Travel speed: +500% Damage (Ranged): +12 acid / +13 temporal / +19 darkness / +8 physical / +14 mind / +13 nature Burst (radius 2) on crit: +12 acid When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Smearnaught the quiver of elven-wood arrows (16/16, 62.5-87.5 power, 24 apr)Smearnaught the quiver of elven-wood arrows (16/16, 62.5-87.5 power, 24 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 62.5 - 87.5 Uses stats: 30% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Physical crit. chance: +11.5% Capacity: 16 On weapon hit: * 20% chance to blind * Slows global speed by 42% * disrupts spell-casting * 20% chance to torment the target On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +22 manaburn arcane / +17 darkness / +8 nature / +8 light / +28 cold / +17 mind Burst (radius 1) on hit: +8 light / +20 nature Burst (radius 2) on crit: +13 cold Damage against: +21% Unnatural 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 dragonbone arrows of daylight (20/20, 54-75.6 power, 18 apr)barbed quiver of dragonbone arrows of daylight (20/20, 54-75.6 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon crit: * wounds the target Damage (Ranged): +16 light / +13 bleed Damage against: +12% Undead Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental quiver of dragonbone arrows (23/23, 53.5-74.9 power, 18 apr)elemental quiver of dragonbone arrows (23/23, 53.5-74.9 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
2 agate 2 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. |
226 alchemist agate 226 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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. Aerehek the Woeraider (19/19, 16.5-19.8 power, 1 apr)Aerehek the Woeraider (19/19, 16.5-19.8 power, 1 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 On weapon hit: * 40% chance to inflict damage reduction * 10% chance to knock the target back Damage (Ranged): +20 physical / +16 darkness Burst (radius 1) on hit: +8 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Islaraba the Sootkill (21/21, 56.5-67.8 power, 9 apr)Islaraba the Sootkill (21/21, 56.5-67.8 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +20.0% Capacity: 21 On weapon hit: * 20% chance to inflict damage reduction * 10% chance to create an air burst * 10% chance to crush the target * 10% chance to knock the target back On weapon crit: * cripple the target * burns latent spell energy Travel speed: +400% Damage (Ranged): +25 manaburn arcane / +8 darkness / +36 gravity / +54 physical Burst (radius 1) on hit: +4 darkness / +8 physical Burst (radius 2) on crit: +8 mind / +8 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Swordshatter Shots (18/20, 20-24 power, 15 apr)Swordshatter Shots (18/20, 20-24 power, 15 apr) Requires: - Dexterity 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +15 crumble (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. |
This item will automatically be transmogrified when you leave the level. Ulasakor the Sunransom (23/23, 69.5-83.4 power, 17 apr)Ulasakor the Sunransom (23/23, 69.5-83.4 power, 17 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 69.5 - 83.4 Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +17 Physical crit. chance: +30.0% Capacity: 23 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target On weapon crit: * cripple the target Travel speed: +400% Damage (Ranged): +17 gravity / +18 physical / +15 temporal / +33 cold Burst (radius 1) on hit: +8 light / +8 physical Burst (radius 2) on crit: +4 light / +14 cold When wielded/worn: Ammo reloads per turn: +3 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 wind (18/18, 17.5-21 power, 2 apr)barbed pouch of steel shots of wind (18/18, 17.5-21 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.5 - 21.0 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 On weapon hit: * 10% chance to create an air burst On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +9 bleed 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 iron shots of gravity (17/17, 19.5-23.4 power, 1 apr)deadly pouch of iron shots of gravity (17/17, 19.5-23.4 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 19.5 - 23.4 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 17 On weapon hit: * 10% chance to crush the target Damage (Ranged): +7 gravity 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 iron shots of paradox (19/19, 22.5-27 power, 1 apr)deadly pouch of iron shots of paradox (19/19, 22.5-27 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 22.5 - 27.0 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 On weapon hit: * 6% chance to gain 10% of a turn Damage (Ranged): +7 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental pouch of steel shots (13/13, 18-21.6 power, 2 apr)elemental pouch of steel shots (13/13, 18-21.6 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 13 On weapon hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of steel shots of amnesia (19/19, 18.5-22.2 power, 2 apr)hateful pouch of steel shots of amnesia (19/19, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +12 darkness Damage against: +10% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of steel shots of corruption (18/18, 19.5-23.4 power, 2 apr)hateful pouch of steel shots of corruption (18/18, 19.5-23.4 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 On weapon hit: * 20% chance to curse the target Damage (Ranged): +10 blight / +21 darkness Damage against: +11% Living 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 gravity (18/18, 12.5-15 power, 1 apr)pouch of iron shots of gravity (18/18, 12.5-15 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 18 On weapon hit: * 10% chance to crush the target Damage (Ranged): +7 gravity Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. yew totem of thorny skin 'Polorena' [power 51] (23 cooldown)yew totem of thorny skin 'Polorena' [power 51] (23 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +9% mind / +5% arcane Talent cooldown: Invoke Tentacle (+15 turn) Talent granted: +3 Invoke Tentacle Maximum encumbrance: +50 Maximum life: +10.00 Healing mod.: +5% It can be used to harden the skin for 7 turns increasing armour by 51 and armour hardiness by 50%, putting all charms on cooldown for 23 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Radhiharantir the dragonbone wand of clairvoyance [power 21] (10 cooldown)Radhiharantir the dragonbone wand of clairvoyance [power 21] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +10 Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str Maximum wards: +9 lightning / +9 temporal / +10 blight / +10 fire / +10 cold Talent cooldown: Void Blast (+6 turn) Talents granted: +5 Void Blast +2 Ward +5 Volcano Poison immunity: +10% Disease immunity: +15% Disarm immunity: +15% Pinning immunity: +5% Only die when reaching: -92.00 life It can be used to reveal the area around you, dispelling darkness (radius 21, power 46 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 10 turns. When used: 200% chance to regenerate 16 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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. |
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 dert the Maj'Eyal Yeti Werebeast level 33
79th Pyre 122nd year of Ascendancy at 19:03 see stats
By dert the Maj'Eyal Yeti Werebeast level 41
6th Mirth 122nd year of Ascendancy at 23:05 see stats
By dert the Maj'Eyal Yeti Werebeast level 34
6th Mirth 122nd year of Ascendancy at 16:26 see stats
By dert the Maj'Eyal Yeti Werebeast level 10
74th Pyre 122nd year of Ascendancy at 11:47 see stats
By dert the Maj'Eyal Yeti Werebeast level 20
75th Pyre 122nd year of Ascendancy at 06:52 see stats
By dert the Maj'Eyal Yeti Werebeast level 30
75th Pyre 122nd year of Ascendancy at 11:05 see stats
By dert the Maj'Eyal Yeti Werebeast level 40
6th Mirth 122nd year of Ascendancy at 22:31 see stats
By dert the Maj'Eyal Yeti Werebeast level 50
7th Mirth 122nd year of Ascendancy at 08:31 see stats
By dert the Maj'Eyal Yeti Werebeast level 37
6th Mirth 122nd year of Ascendancy at 20:27 see stats
By dert the Maj'Eyal Yeti Werebeast level 37
6th Mirth 122nd year of Ascendancy at 20:27 see stats
By dert the Maj'Eyal Yeti Werebeast level 35
6th Mirth 122nd year of Ascendancy at 17:19 see stats
By dert the Maj'Eyal Yeti Werebeast level 37
6th Mirth 122nd year of Ascendancy at 20:27 see stats
By dert the Maj'Eyal Yeti Werebeast level 26
75th Pyre 122nd year of Ascendancy at 09:46 see stats
By dert the Maj'Eyal Yeti Werebeast level 14
75th Pyre 122nd year of Ascendancy at 03:47 see stats
Log
Dert picks up (m.): acid wave rune (155 acid damage; dur 5; apply 21).
dert performs a melee critical strike against Thief!
Welcome to level 58 [Dert].
Dert has 82 stat point(s), 329 class talent point(s), 302 generic talent point(s), 68 category point(s), 19 prodigies point(s) to spend. Press p to use them.
dert performs a melee critical strike against Thief!
dert performs a melee critical strike against Thief!
Thief hits dert for 4 physical, 4 physical, 4 physical (13 total damage).
dert hits Bandit for 19 physical damage.
dert hits Thief for 1717 physical damage.
Bandit is grabbed by a vine.
dert killed Thief!
dert receives 75 healing from Unnatural Body.
Tangling Vine from Dert hits Bandit for 64 physical damage.
You pickup 0.75 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.85 gold pieces.
Dert picks up (l.): vine lasso infusion (4 turns, 55 physical damage).
You pickup 1.00 gold pieces.
You pickup 0.55 gold pieces.
Ran for 2 turns (stop reason: hostile spotted to the south (bandit)).
Dert deactivates Tangling Roots.
Dert deactivates Rabid Fury.
Dert deactivates Daunting Presence.
Dert deactivates Psiclaws.
Dert deactivates Shark Shape.