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 | Vampire |
Class | Radiant |
Level / Exp | 54 / 91% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 23 (base 10) |
Constitution | 76 (base 60) |
Magic | 90 (base 60) |
Willpower | 92 (base 60) |
Cunning | 92 (base 60) |
Resources
Mana | 1368/1368 |
Vim | 855/855 |
Life | 21680/21680 |
Positive | 709/709 |
Souls | 10/10 |
Healing Factor | 1.24 |
Regeneration | 61.496737154278 |
Speed
Mental | +104% |
Attack | +94% |
Movement | +394% |
Spell | +94% |
Global | +147.02% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 35.1739332847 |
See Invisible | 81.750563396616 |
Offense: Mainhand
Damage | 158 |
Accuracy | 27 |
Crit Chance | 216% |
APR | 15 |
Speed | 0.49 |
Offense: Spell
Spellpower | 159 |
Crit Chance | 100% |
Speed | 0.51546391752577 |
Offense: Mind
Mindpower | 153 |
Crit Chance | 100% |
Speed | 0.51546391752577 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 176.5 (35%) |
Defense | 82 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 48 |
Mental Save | 60 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 94% |
Silence Resistance | 5% |
Bleed Resistance | 100% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 94.54 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
Spell / Nightfall | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Volatility | 2.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Irradiate | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sickly Radiance | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 5.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic minions | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunbeams | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 5.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 2.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Reactor | 20.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sickness | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Undead / Vampire | 4.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 0.90 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Pulsing Aura |
talent | Exclusion Zone |
talent | Stream of Life |
talent | Blood Vengeance |
talent | Infestation |
talent | Keen Senses |
talent | Purge Weakness |
talent | Critical Mass |
talent | Overkill |
talent | Internal Reactor |
talent | Searing Sight |
talent | Willful Tormenter |
talent | Dark Ritual |
talent | Chant of Light |
talent | Manic Flurry |
talent | Sickness Within, Sickness Without |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
beneficial effect | The target is surrounded by a magical shield, absorbing 16650/16683 damage before it crumbles. Damage Shield |
Quests
You abandoned injured seer to death. Escort: injured seer (level 1 of Old Forest) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Soleguard (0 def, 5 armour) Soleguard (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Armour Hardiness: +5% Fatigue: +1% Physical save: +5 (+2 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (144 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | 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% arcane / +10% light / +10% darkness Changes damage: +10% arcane / +10% light / +10% darkness Talent mastery: +0.10 Celestial / Circles Activating this item is instant. It can be used to activate talent Circle of Shifting Shadows (costing 30 power out of 50/50) : Effective talent level: 2.2 Power cost: 30 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 38, and deals 53.52 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. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 35 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Beleblek BeleblekPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Damage when hit (Melee): 8 arcane Changes stats: +5 Mag / +5 Wil / +2 Cun Changes resistances: +24% darkness Changes damage: +12% darkness Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | Noonwedge the stralite ring Noonwedge the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour * 14% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Damage when hit (Melee): 12 light Changes stats: +8 Str / +7 Mag / +8 Wil / +8 Cun / +9 Con Changes resistances: +3% light Changes resistances penetration: +10% fire Changes damage: +12% light / +3% fire Physical save: +16 (+6 eff.) Spell save: +14 (+5 eff.) Mental save: +16 (+4 eff.) Stun/Freeze immunity: +44% Life regen: +2.40 Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 Spellpower: +13 (+2 eff.) Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Around waist | Xerotira the rough leather belt Xerotira the rough leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun / +6 Lck Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Changes resistances penetration: +10% arcane Changes damage: +3% physical Reduces incoming crit damage: 10.00% Trap disarming bonus: +10 Stealth bonus: +7 Maximum encumbrance: +10 Only die when reaching: -80.00 life Maximum life: +30.00 Spell crit. chance: +4% Infravision radius: +4 A belt that goes around your waist. |
In main hand | Shard of Wintertide (30-36 power, 5 apr, cold element) Shard of Wintertide (30-36 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 170% Mag Damage type: Ice Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness / +20% cold Changes damage: +20% darkness / +20% cold Talents cooldown: Moonlight Ray (-1 turn) Invoke Darkness (-1 turn) Ice Shards (-1 turn) Wintery Wrath (-1 turn) Glacial Vapour (-2 turns) Spellpower: +20 (+2 eff.) Spell crit. chance: +7% This giant icicle shines with a gentle lunar radiance. |
On hands | Toxingrind (0 def, 1 armour) Toxingrind (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 temporal Damage (Ranged): 6 temporal Changes stats: +3 Mag Changes resistances: +3% mind / +7% temporal Changes resistances penetration: +5% nature / +5% mind Changes damage: +4% temporal / +4% arcane / +9% mind Life regen: +1.30 Stamina each turn: +0.80 Maximum stamina: +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | Scorchrip the linen cloak (13 def, 0 armour) Scorchrip the linen cloak (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +2 Dex / +1 Wil / +3 Cun Changes resistances: +12% blight / +13% fire / +12% nature / +13% light Changes resistances penetration: +10% fire Changes damage: +3% fire Stealth bonus: +7 Physical save: +7 (+3 eff.) Life regen: +1.20 Psi when hit: +0.28 Maximum life: +36.00 Mindpower: +8 (+1 eff.) Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mekalthodir MekalthodirPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: -5% Changes stats: +2 Mag Changes resistances: +3% lightning / +3% mind / +9% darkness Changes damage: +5% acid / +6% physical / +5% cold / +5% fire / +5% lightning Mental save: +25 (+7 eff.) Silence immunity: +5% Pinning immunity: +10% Knockback immunity: +5% Life regen: +1.10 Only die when reaching: -20.00 life Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Combat speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. vine lasso infusion (3 turns, 54 physical damage)vine lasso infusion (3 turns, 54 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: 6 Cooldown: 25 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 3 turns. The grab will also deal 54.50 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level. acid wave rune of the warrior (114 acid damage; dur 5; apply 36)acid wave rune of the warrior (114 acid damage; dur 5; apply 36) 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: 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 114.45 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 36. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 14 for 10 turns)invisibility rune (power 14 for 10 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 10 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. NeramaNerama Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Changes stats: +10 Mag / +1 Wil / +9 Cun Changes resistances: +17% mind / +3% physical Changes resistances cap: +6% all Changes damage: +8% acid / +8% physical / +8% darkness / +8% light / +7% temporal / +8% cold / +7% fire / +8% lightning Maximum encumbrance: +20 Physical save: +44 (+15 eff.) Spell save: +22 (+7 eff.) Mental save: +18 (+5 eff.) Confusion immunity: +42% Stamina each turn: +0.20 Mana each turn: +0.08 Vim when firing critical spell: +3.00 Maximum stamina: +20.00 Maximum vim: +20.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
This item will automatically be transmogrified when you leave the level. warmaker's copper amulet of murderwarmaker's copper amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +6 Str / +5 Dex / +4 Wil Critical mult.: +12.00% Amulets can have magical properties. |
Fogspike FogspikePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 25% chance to blind Effects on ranged hit: * 18% chance to blind Changes stats: +13 Mag / +7 Wil Changes damage: +3% darkness / +8% all Critical mult.: +10.00% Spell save: +12 (+4 eff.) Mental save: +11 (+3 eff.) Confusion immunity: +37% Maximum hate: +6.00 Maximum psi: +30.00 Spellpower: +26 (+3 eff.) Mindpower: +23 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. IsussraIsussra Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +13 Armour: +10 Defense: +10 (+2 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 acid Changes stats: +5 Str / +12 Mag / +6 Wil / +6 Cun / +4 Con Changes resistances: +30% light / +9% mind Changes resistances penetration: +10% acid / +5% temporal Changes damage: +3% acid / +15% light / +6% mind Spell save: +15 (+5 eff.) Maximum stamina: +28.00 Spellpower: +20 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
copper ring 'Boredas' copper ring 'Boredas'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +2 Wil / +3 Cun Changes resistances: +22% darkness Changes resistances penetration: +5% blight / +15% arcane Changes damage: +11% darkness / +9% acid Spell save: +6 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.30 Spellpower: +7 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold ring of pilferinggold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +13 Defense: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. savior's copper ringsavior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel ring of lifesteel ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +0.80 Maximum life: +48.00 Healing mod.: +16% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Ce'Namira (57-85.5 power, 4 apr)Ce'Namira (57-85.5 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 47% chance to daze * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +30% Damage (Melee): +80 insidious poison When wielded/worn: Accuracy: +42 (+18 eff.) Defense: +20 (+4 eff.) Changes stats: +9 Str / +16 Dex / +5 Mag / +7 Wil / +6 Cun / +5 Con Changes resistances: +1% physical / +14% all Changes resistances penetration: +20% lightning / +10% physical / +14% nature Critical mult.: +5.00% Disarm immunity: +70% Life regen: +0.40 Mindpower: +2 (+0 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Duathelquell (62-93 power, 3 apr)Duathelquell (62-93 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 62.0 - 93.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +24 nature / +21 temporal / +8 darkness / +12 mind When wielded/worn: Accuracy: +38 (+16 eff.) Damage when hit (Melee): 4 arcane Changes stats: +16 Str Changes resistances: +5% arcane / +10% all Changes resistances penetration: +19% nature / +5% arcane Changes damage: +31% physical Critical mult.: +5.00% Mental save: +6 (+2 eff.) Stamina when hit: +6.00 Mental crit. chance: +3% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing steel battleaxe (17.5-26.25 power, 2 apr)arcing steel battleaxe (17.5-26.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel battleaxe of projection (21.5-32.25 power, 2 apr)blazebringer's steel battleaxe of projection (21.5-32.25 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +14 mind Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +4% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of projection (44-66 power, 3 apr)stralite battleaxe of projection (44-66 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +23 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of shearing (59.5-89.25 power, 4 apr)voratun battleaxe of shearing (59.5-89.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +21 Changes resistances penetration: +14% physical Changes damage: +20% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Abyssmight (37.5-48.75 power, 9 apr)Abyssmight (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +13 fire When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Defense: +12 (+3 eff.) Changes stats: +3 Wil Changes resistances: +6% fire Changes resistances penetration: +14% acid / +11% physical / +14% cold / +35% fire / +15% mind / +14% lightning Changes damage: +12% physical Disarm immunity: +36% Maximum psi: +30.00 Mindpower: +6 (+1 eff.) Global speed: +5% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Blazestreak (29-37.7 power, 9 apr)Blazestreak (29-37.7 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Melee): +24 insidious poison / +25 temporal / +25 nature Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +9 fire When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +15% fire / +31% mind / +8% darkness Critical mult.: +10.00% Mental save: +23 (+6 eff.) Global speed: +4% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Borurogorn the stralite dagger (35.5-46.15 power, 9 apr)Borurogorn the stralite dagger (35.5-46.15 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 35.5 - 46.1 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage (Melee): +12 acid / +14 temporal / +12 nature / +15 mind Burst (radius 1) on hit: +8 blight When wielded/worn: Physical crit. chance: +18.0% Physical power: +8 (+1 eff.) Damage when hit (Melee): 12 blight Changes stats: +1 Mag / +4 Wil / +4 Cun Changes resistances penetration: +10% arcane Changes damage: +3% blight / +9% acid Spell save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's iron dagger (10-13 power, 5 apr)blazebringer's iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +7 fire When wielded/worn: Changes resistances penetration: +6% fire Global speed: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger 'Dimripper' (17.5-22.75 power, 7 apr)dwarven-steel dagger 'Dimripper' (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +24 acid / +12 mind / +12 light Burst (radius 1) on hit: +11 fire Damage against: +16% Undead When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +9.0% Defense: +9 (+2 eff.) Changes resistances: +9% darkness Changes resistances penetration: +28% darkness / +10% acid Changes damage: +6% acid Disarm immunity: +30% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger of projection (20-26 power, 7 apr)insidious dwarven-steel dagger of projection (20-26 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +11 mind / +32 insidious poison It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of erosion (11-14.3 power, 5 apr)iron dagger of erosion (11-14.3 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun dagger of evisceration (38.5-50.05 power, 9 apr)quick voratun dagger of evisceration (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +11 (+5 eff.) Physical crit. chance: +12.0% Physical power: +6 (+1 eff.) Changes stats: +5 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger 'Khelikalthozor' (37.5-48.75 power, 9 apr)stralite dagger 'Khelikalthozor' (37.5-48.75 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 37.5 - 48.8 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +11 mind / +14 lightning Burst (radius 1) on hit: +12 fire When wielded/worn: Physical crit. chance: +10.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 16 blight Changes resistances penetration: +15% blight Changes damage: +9% blight Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +10 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of erosion (25.5-33.15 power, 9 apr)stralite dagger of erosion (25.5-33.15 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.5 - 33.1 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 nature / +14 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful stralite greatmaul of the leech (57-85.5 power, 3 apr)hateful stralite greatmaul of the leech (57-85.5 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 19% * leeches stamina from the target Damage (Melee): +21 darkness Damage against: +24% Living When wielded/worn: Damage when hit (Melee): 23 nature slow Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul 'Khelolarain' (51.5-77.25 power, 2 apr)steel greatmaul 'Khelolarain' (51.5-77.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 51.5 - 77.3 Uses stats: 50% Mag, 120% Str Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 16% chance to disease On weapon crit: * cripple the target Damage (Melee): +16 blight / +16 mind When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +13.0% Defense: +14 (+3 eff.) Ranged Defense: +14 (+2 eff.) Changes stats: +6 Dex Spell save: +6 (+2 eff.) Disease immunity: +41% Silence immunity: +5% Knockback immunity: +5% Only die when reaching: -60.00 life It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. stralite greatmaul of torment (55-82.5 power, 3 apr)stralite greatmaul of torment (55-82.5 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +19% mind / +16% darkness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Bethyrassra the Skyblow (124-198.4 power, 4 apr)Bethyrassra the Skyblow (124-198.4 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 124.0 - 198.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +28 mind When wielded/worn: Accuracy: +40 (+17 eff.) Defense: +20 (+4 eff.) Damage when hit (Melee): 4 blight / 12 lightning Changes stats: +10 Str / +1 Mag Changes resistances: +15% fire Changes damage: +9% arcane / +21% physical Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disease immunity: +10% Disarm immunity: +70% Mana each turn: +0.08 Stamina when hit: +3.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Betidatta the dwarven-steel greatsword (37.5-60 power, 2 apr)Betidatta the dwarven-steel greatsword (37.5-60 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to disease * 27% chance to daze Damage (Melee): +40 insidious poison / +19 temporal / +17 nature When wielded/worn: Armour penetration: +28 Physical crit. chance: +16.0% Changes stats: +5 Str / +5 Dex / +8 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +9% blight / +9% all Changes resistances penetration: +14% lightning / +14% physical / +12% nature Changes damage: +14% physical Critical mult.: +16.00% Spell save: +9 (+3 eff.) Spellpower: +6 (+1 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Brandzeal the dwarven-steel greatsword (36-57.6 power, 18 apr)Brandzeal the dwarven-steel greatsword (36-57.6 power, 18 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * 20% chance to corrode armour On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +48% Damage (Melee): +8 acid Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +30 (+14 eff.) Armour penetration: +32 Physical crit. chance: +30.0% Physical power: +14 (+2 eff.) Defense: +16 (+3 eff.) Effects on melee hit: * 41% chance to corrode armour Changes stats: +6 Dex Changes resistances penetration: +10% acid / +16% physical Changes damage: +12% fire / +14% physical Critical mult.: +21.00% Disarm immunity: +43% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Xanerinor the voratun greatsword (70-112 power, 4 apr)Xanerinor the voratun greatsword (70-112 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +27 mind / +28 lightning When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +30 Physical crit. chance: +47.0% Changes stats: +1 Wil Changes resistances penetration: +31% physical Changes damage: +17% physical Critical mult.: +24.00% Reduces incoming crit damage: 10.00% Maximum encumbrance: +40 Mindpower: +2 (+0 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced stralite greatsword of massacre (66-105.6 power, 3 apr)balanced stralite greatsword of massacre (66-105.6 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 66.0 - 105.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+8 eff.) Defense: +19 (+4 eff.) Disarm immunity: +62% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of crippling (39-62.4 power, 2 apr)dwarven-steel greatsword of crippling (39-62.4 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of persecution (32.5-52 power, 2 apr)dwarven-steel greatsword of persecution (32.5-52 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.5 - 52.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +23% Unnatural When wielded/worn: Changes stats: +7 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious iron greatsword of ruin (14.5-23.2 power, 1 apr)insidious iron greatsword of ruin (14.5-23.2 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +27 insidious poison When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Critical mult.: +17.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel greatsword (33-52.8 power, 2 apr)quick dwarven-steel greatsword (33-52.8 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +13 (+6 eff.) Changes stats: +6 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick iron greatsword (16-25.6 power, 1 apr)quick iron greatsword (16-25.6 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +3 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of rage (23-36.8 power, 2 apr)steel greatsword of rage (23-36.8 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Changes stats: +6 Str Changes damage: +12% physical Stamina when hit: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun greatsword (61.5-98.4 power, 4 apr)warbringer's voratun greatsword (61.5-98.4 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: 61.5 - 98.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +9 Con Changes resistances penetration: +19% physical Disarm immunity: +49% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Thaloren-Tree LongbowThaloren-Tree Longbow Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of true flightdragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot 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: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +14 (+7 eff.) Physical crit. chance: +14.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. fungal dragonbone longbowfungal dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +7 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 192 life over 5 turns, putting all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. fungal elven-wood longbowfungal elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +4 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 178 life over 5 turns, putting all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty yew longbowmighty yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +4 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's ash longbow of true flightranger's ash longbow of true flight Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +8.0% Changes stats: +3 Dex Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. thunderous elven-wood longbowthunderous elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 14% chance to daze When wielded/worn: Changes stats: +3 Str / +3 Dex / +4 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances penetration: +13% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. thought-forged voratun longsword of nature (43-60.2 power, 6 apr)thought-forged voratun longsword of nature (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom Damage (Melee): +18 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +9% all Changes resistances penetration: +12% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel mace of ruin (25-35 power, 4 apr)insidious dwarven-steel mace of ruin (25-35 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +22 insidious poison When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Critical mult.: +15.00% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace of the mystic (38.5-53.9 power, 5 apr)stralite mace of the mystic (38.5-53.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil Spellpower: +9 (+1 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous voratun mace of shearing (46-64.4 power, 6 apr)thunderous voratun mace of shearing (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23% chance to daze When wielded/worn: Armour penetration: +15 Changes stats: +2 Str / +4 Dex / +4 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances penetration: +14% lightning / +13% physical Changes damage: +13% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 50% Mag, 22% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+7 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (678 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
This item will automatically be transmogrified when you leave the level. Betosevea (16.5-18.15 power, 40 apr, mind damage)Betosevea (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This mindstar projects psionic energy if enough is absorbed. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +27% Undead When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 29 acid / 30 physical / 10 fire / 9 lightning / 10 cold Changes stats: +2 Str / +8 Wil Changes resistances: +27% acid / +28% physical / +23% darkness / +10% fire / +13% blight / +10% cold / +15% nature / +8% lightning Changes resistances penetration: +17% acid / +24% physical Changes damage: +25% lightning / +19% physical / +19% cold / +19% fire / +16% acid Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Critical mult.: +9.00% Reduces incoming crit damage: 15.00% Physical save: +7 (+3 eff.) Life regen: +1.50 Stamina when hit: +1.90 Maximum life: +30.00 Maximum stamina: +15.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 35 of target armor and 17% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Obsidianthorn the pulsing mindstar (12-13.2 power, 32 apr, nature damage)Obsidianthorn the pulsing mindstar (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +20 fire / +16 darkness When wielded/worn: Damage when hit (Melee): 8 darkness / 12 fire Changes resistances: +13% temporal / +16% light / +9% cold / +21% mind / +24% darkness Changes resistances penetration: +31% darkness Changes damage: +18% lightning / +9% light / +8% acid / +14% cold / +19% darkness / +24% fire Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.10 Cursed / Darkness Physical save: +8 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Blindness immunity: +22% Equilibrium when hit: +3.80 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Light radius: +3 See stealth: +19 See invisible: +21 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Xanorassra (10-11 power, 24 apr, nature damage)Xanorassra (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar will resonate with other psionic mindstars. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 43% chance to gain 10% of a turn Damage (Melee): +8 blight Burst (radius 1) on hit: +8 temporal Damage against: +20% Undead When wielded/worn: Damage when hit (Melee): 7 mind / 7 darkness Changes stats: +2 Mag Changes resistances: +13% blight / +18% darkness / +10% nature / +6% mind Changes resistances penetration: +7% mind Changes damage: +29% mind / +7% darkness / +3% arcane Spell save: +3 (+1 eff.) Life regen: +1.30 Stamina when hit: +1.40 Psi when hit: +1.40 Maximum life: +34.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +7% Healing mod.: +21% Heals friendly targets nearby when you use a nature summon: +40 Damage Resonance (when hit): +13% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar of frost (7.5-8.25 power, 24 apr, nature damage)creative thorny mindstar of frost (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 7.5 - 8.3 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 10 ice Changes stats: +5 Cun Changes resistances: +12% cold Changes resistances penetration: +14% cold Changes damage: +12% cold Critical mult.: +17.00% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. dreamer's living mindstar of resolve (16.5-18.15 power, 40 apr, mind damage)dreamer's living mindstar of resolve (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 psionic mindstar dreams of an epiphany. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Wil Changes resistances: +24% mind Physical save: +10 (+4 eff.) Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. dreamer's pulsing mindstar (13.5-14.85 power, 32 apr, nature damage)dreamer's pulsing mindstar (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +18% mind Mental save: +5 (+2 eff.) Maximum psi: +42.00 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. enlightened vined mindstar (5.5-6.05 power, 18 apr, mind damage)enlightened vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +16% light / +15% mind Mindpower: +4 (+1 eff.) Mental crit. chance: +2% See stealth: +10 See invisible: +11 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. enlightened vined mindstar of the jelly (4.5-4.95 power, 18 apr, mind damage)enlightened vined mindstar of the jelly (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% light / +15% mind Changes damage: +5% acid Equilibrium when hit: +1.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% See stealth: +13 See invisible: +13 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. honing vined mindstar of resolve (5.5-6.05 power, 18 apr, mind damage)honing vined mindstar of resolve (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes resistances: +5% physical Changes resistances penetration: +5% physical Changes damage: +5% physical Physical save: +4 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar (2.5-2.75 power, 12 apr, nature damage)horrifying mossy mindstar (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: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +4% mind / +4% darkness 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 thorny mindstar (9-9.9 power, 24 apr, mind damage)horrifying thorny mindstar (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 mind / 6 darkness Changes damage: +7% mind / +6% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of the jelly (5-5.5 power, 18 apr, mind damage)horrifying vined mindstar of the jelly (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 mind / 4 darkness Changes damage: +6% acid / +5% mind / +3% darkness Equilibrium when hit: +1.30 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hunting living mindstar of the jelly (15-16.5 power, 40 apr, nature damage)hunting living mindstar of the jelly (15-16.5 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: 15.0 - 16.5 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +28% Animal When wielded/worn: Damage (Melee): 15 nature Changes damage: +7% acid Equilibrium when hit: +2.10 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level. hunting pulsing mindstar of the jelly (12.5-13.75 power, 32 apr, mind damage)hunting pulsing mindstar of the jelly (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 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage against: +17% Animal When wielded/worn: Damage (Melee): 12 nature Changes damage: +6% acid Equilibrium when hit: +2.10 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% 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. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of balance (12.5-13.75 power, 32 apr, nature damage)pulsing mindstar of balance (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +1.40 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. pulsing mindstar of the jelly (13-14.3 power, 32 apr, mind damage)pulsing mindstar of the jelly (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: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +8% acid Equilibrium when hit: +1.90 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. stalking thorny mindstar of winter (9-9.9 power, 24 apr, mind damage)stalking thorny mindstar of winter (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +5 temporal / +7 cold / +8 bleed When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +5% light / +6% fire Changes damage: +10% physical / +7% cold / +7% darkness / +11% temporal Mindpower: +6 (+1 eff.) Mental crit. chance: +13% Infravision radius: +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar 'Shadowslicer' (4-4.4 power, 18 apr, nature damage)vined mindstar 'Shadowslicer' (4-4.4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This mindstar will resonate with other psionic mindstars. Base power: 4.0 - 4.4 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction Damage (Melee): +8 physical Damage against: +15% Undead When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +8% acid / +9% physical / +34% darkness / +15% blight / +6% temporal / +6% mind / +9% nature Changes resistances penetration: +6% mind / +20% darkness Changes damage: +6% temporal / +13% physical / +6% mind / +6% nature Disease immunity: +16% Life regen: +1.10 Stamina when hit: +1.30 Psi when hit: +1.30 Hate when firing a critical mind attack: +3.00 Maximum life: +26.00 Maximum hate: +13.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Life leech chance: +12% Life leech: +13% Damage Resonance (when hit): +11% 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. Cuthyrin the Burnbraid (15-18 power, 3 apr, blight element)Cuthyrin the Burnbraid (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +8 light Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +3% light / +6% fire Changes resistances penetration: +5% fire Changes damage: +15% blight / +9% fire / +6% light Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.22 Maximum mana: +157.00 Spellpower: +36 (+4 eff.) Spell crit. chance: +15% It can be used to project a bolt elemental energy from the staff (to range 7) dealing 112.45 to 134.94 blight damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Hettefang (25-30 power, 5 apr, cold element)Hettefang (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 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 stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 31% nature When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * 17% chance to blind Changes stats: +2 Str / +1 Dex / +1 Mag / +3 Wil Changes resistances: +5% arcane / +12% cold Changes resistances penetration: +10% nature Changes damage: +25% cold / +25% nature / +3% arcane Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Maximum encumbrance: +26 Physical save: +11 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+3 eff.) Maximum stamina: +16.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +11% Light radius: +8 Movement speed: +18% Casting speed: +17% Paradox regeneration: -4.00 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 578.74 light damage. Staves designed for wielders of magic, by the greats of the art. |
Morningglory the elm magestaff (18-21.6 power, 2 apr, light element) Morningglory the elm magestaff (18-21.6 power, 2 apr, light element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction Damage (Melee): +8 physical / +8 darkness Burst (radius 2) on crit: +12 light When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to inflict damage reduction * 15% chance to blind Damage (Melee): 17 arcane Changes resistances: +3% light Changes damage: -8% lightning / +21% light Talent granted: +1 Command Staff Maximum mana: +35.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of blasting (15-18 power, 3 apr, darkness element)ash vilestaff of blasting (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 stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +13 (+2 eff.) Spell crit. chance: +9% It can be used to unleash an elemental blastwave, dealing 112.45 to 134.94 darkness damage in a radius 3 around the user, putting all charms on cooldown for 6 turns. 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 elven-wood magestaff of dusk (25-30 power, 5 apr, arcane element)bloodlich's elven-wood magestaff of dusk (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +9 Cun / +7 Con Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +25.00% Vim when firing critical spell: +6.00 Maximum vim: +44.00 Maximum neg.energy: +76.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% 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. cruel ash magestaff (15-18 power, 3 apr, fire element)cruel ash magestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 (+1 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. cruel dragonbone magestaff (30-36 power, 6 apr, fire element)cruel dragonbone magestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+2 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. cruel elm vilestaff (10-12 power, 2 apr, blight element)cruel elm vilestaff (10-12 power, 2 apr, blight element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +10% blight Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff (20-24 power, 4 apr, arcane element)cruel yew magestaff (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew starstaff of warding (20-24 power, 4 apr, physical element)cruel yew starstaff of warding (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Armour: +6 Defense: +6 (+1 eff.) Maximum wards: +2 physical Changes damage: +20% physical Talents granted: +3 Ward +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff (20-24 power, 4 apr, darkness element)cruel yew vilestaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. druid's elven-wood starstaff (25-30 power, 5 apr, darkness element)druid's elven-wood starstaff (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 38% nature When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +12% nature Changes damage: +25% darkness / +25% nature Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Korugathad' (10-12 power, 3 apr, light element) elm magestaff 'Korugathad' (10-12 power, 3 apr, light element)Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +13.0% Defense: +7 (+2 eff.) Effects on melee hit: * 7% chance to blind Damage when hit (Melee): 12 physical Changes damage: +10% light Talent granted: +1 Command Staff Critical mult.: +23.00% Maximum encumbrance: +50 Stamina each turn: +0.40 Maximum stamina: +15.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 578.74 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, light element) elm starstaff (10-12 power, 2 apr, light element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of channeling (25-30 power, 5 apr, physical element)elven-wood starstaff of channeling (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Mana each turn: +0.34 Spellpower: +24 (+3 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. feathered ash starstaff of illumination (15-18 power, 3 apr, light element)feathered ash starstaff of illumination (15-18 power, 3 apr, light element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +15 (+3 eff.) Fatigue: -6% Effects on melee hit: * 9% chance to blind Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 578.74 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. lifebinding dragonbone starstaff (30-36 power, 6 apr, physical element)lifebinding dragonbone starstaff (30-36 power, 6 apr, physical 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 stat: 130% Mag 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% physical Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding yew starstaff (20-24 power, 4 apr, physical element)lifebinding yew starstaff (20-24 power, 4 apr, physical element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% physical Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Healing mod.: +19% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone starstaff (30-36 power, 6 apr, temporal element)magelord's dragonbone starstaff (30-36 power, 6 apr, temporal 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 stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 38 arcane Changes damage: +30% temporal Talent granted: +1 Command Staff Maximum mana: +72.00 Spellpower: +24 (+3 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. magewarrior's short elven-wood magestaff (25-30 power, 5 apr, cold element)magewarrior's short elven-wood magestaff (25-30 power, 5 apr, cold element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+6 eff.) Physical crit. chance: +9.0% Physical power: +8 (+1 eff.) Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +21 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short elven-wood vilestaff (25-30 power, 5 apr, darkness element)magewarrior's short elven-wood vilestaff (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +9.0% Physical power: +11 (+1 eff.) Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +21 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short yew vilestaff of might (20-24 power, 4 apr, darkness element)magewarrior's short yew vilestaff of might (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +8.0% Physical power: +10 (+1 eff.) Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +17 (+2 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone magestaff of fate (30-36 power, 6 apr, lightning element)shimmering dragonbone magestaff of fate (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 stat: 130% Mag 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 Physical save: +13 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+4 eff.) Mana each turn: +0.39 Maximum mana: +81.00 Spellpower: +15 (+2 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. shimmering yew vilestaff (20-24 power, 4 apr, fire element)shimmering yew vilestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Mana each turn: +0.24 Maximum mana: +67.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's ash magestaff of greater warding (15-18 power, 3 apr, arcane element)void walker's ash magestaff of greater warding (15-18 power, 3 apr, arcane 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 stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Changes resistances: +9% darkness / +9% temporal Maximum wards: +3 arcane Changes damage: +15% arcane Talents granted: +3 Ward +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +24% Reduces paradox anomalies(equivalent to willpower): +16 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Layirath' (28-33.6 power, 4 apr, lightning element)yew magestaff 'Layirath' (28-33.6 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 28.0 - 33.6 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +7.0% Physical power: +10 (+1 eff.) Armour: +8 Defense: +18 (+4 eff.) Ranged Defense: +8 (+1 eff.) Damage (Melee): 22 fire Changes stats: +7 Mag / +6 Cun / +7 Con Maximum wards: +3 lightning Changes damage: +28% lightning Talents granted: +3 Ward +1 Command Staff Critical mult.: +62.00% Physical save: +25 (+9 eff.) Mental save: +25 (+7 eff.) Blindness immunity: +5% Silence immunity: +15% Teleport immunity: +5% Vim when firing critical spell: +6.00 Maximum vim: +34.00 Maximum neg.energy: +38.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +10% See invisible: +14 It can be used to project a bolt elemental energy from the staff (to range 8) dealing 136.12 to 163.34 lightning damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamgun of true shotdwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+5 eff.) Physical crit. chance: +10.0% 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. dwarven-steel steamgun of true shotdwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +8.0% 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. fungal steel steamgunfungal steel steamgun 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: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 138 life over 5 turns, putting all charms on cooldown for 12 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. glacial stralite steamgun of true shotglacial stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +17 ice Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+6 eff.) Physical crit. chance: +12.0% Armour: +12 Changes resistances penetration: +13% cold 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. stralite steamgun of true shotstralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +13.0% 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. dwarven-steel steamsaw of crippling (18-27 power, 14 apr)dwarven-steel steamsaw of crippling (18-27 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 18.0 - 27.0 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +54 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +11.0% Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 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. chilling iron waraxe of shearing (11-15.4 power, 2 apr)chilling iron waraxe of shearing (11-15.4 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 cold When wielded/worn: Armour penetration: +7 Changes resistances penetration: +7% physical Changes damage: +7% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of projection (21-29.4 power, 4 apr)dwarven-steel waraxe of projection (21-29.4 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. glacial steel waraxe of projection (14.5-20.3 power, 3 apr)glacial steel waraxe of projection (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 mind Burst (radius 2) on crit: +13 ice When wielded/worn: Armour: +9 Changes resistances penetration: +8% cold It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Arcwinter the rough leather beltArcwinter the rough leather belt Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 light / 8 lightning Changes stats: +8 Str / +10 Con Changes resistances: +16% lightning / +7% temporal Physical save: +14 (+5 eff.) Mental save: +7 (+2 eff.) Life regen: +2.20 Mindpower: +5 (+1 eff.) Light radius: +3 Healing mod.: +28% Size category: +2 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. monstrous hardened leather beltmonstrous hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +5 Str / +5 Con Physical save: +11 (+4 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. skylord's hardened leather belt of valianceskylord's hardened leather belt of valiance Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex / +8 Wil / +5 Cun Physical save: +16 (+6 eff.) Spell save: +16 (+5 eff.) Mental save: +25 (+7 eff.) Maximum life: +82.00 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Duathelstrider the linen cloak (1 def, 0 armour) Duathelstrider the linen cloak (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +1 Dex / +2 Mag / +2 Wil Changes resistances: +6% acid / +1% physical / +6% cold / +6% fire / +3% mind / +6% lightning Critical mult.: +6.00% Maximum encumbrance: +10 Spell save: +14 (+5 eff.) Mental save: +7 (+2 eff.) Maximum mana: +46.00 Maximum stamina: +5.00 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. Grinogandil (18 def, 13 armour)Grinogandil (18 def, 13 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: Accuracy: +10 (+5 eff.) Armour penetration: +9 Armour: +13 Defense: +18 (+4 eff.) Damage when hit (Melee): 4 arcane / 8 mind Changes stats: +6 Dex / +1 Mag / +6 Wil / +9 Cun Changes resistances: +20% blight / +27% cold / +20% nature Critical mult.: +5.00% Physical save: +12 (+4 eff.) Mental save: +28 (+7 eff.) Life regen: +3.00 Psi when hit: +0.16 Maximum life: +60.00 Maximum mana: +20.00 Spellpower: +2 (+0 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +7% 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. cashmere cloak of battle (2 def, 0 armour)cashmere cloak of battle (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Zanuradir' (8 def, 0 armour) linen cloak 'Zanuradir' (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +8 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 8 physical Changes stats: +2 Str / +4 Dex / +2 Cun / +2 Con Changes resistances penetration: +10% physical Changes damage: +9% physical Physical save: +32 (+11 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. linen cloak of fog (6 def, 0 armour)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% light / +13% fire Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. regal cashmere cloak (2 def, 0 armour)regal cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Mental save: +10 (+3 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. restorative cashmere cloak of mindcraft (2 def, 0 armour)restorative cashmere cloak of mindcraft (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +15% nature / +16% blight Life regen: +2.10 Mental crit. chance: +4% Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick linen cloak of battle (1 def, 7 armour)thick linen cloak of battle (1 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +7 Defense: +1 (+0 eff.) Fatigue: -3% Changes resistances: +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+4 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 66.56 to 83.20 physical damage (based on Willpower and Cunning) with knockback, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
This item will automatically be transmogrified when you leave the level. cashmere robe of life (2 def, 0 armour)cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% blight Life regen: +3.30 Maximum life: +71.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's cashmere robe of protection (6 def, 4 armour)dreamer's cashmere robe of protection (6 def, 4 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Changes resistances: +17% mind / +19% darkness Physical save: +33 (+11 eff.) Spell save: +16 (+5 eff.) Mental save: +29 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's woollen robe (0 def, 0 armour)dreamer's woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% mind / +16% darkness Physical save: +13 (+5 eff.) Spell save: +14 (+5 eff.) Mental save: +28 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 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 life (0 def, 0 armour)linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +8% blight Life regen: +2.30 Maximum life: +52.00 Healing mod.: +12% 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 fire (+24%) (2 def, 0 armour)mindwoven cashmere robe of fire (+24%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% fire Changes damage: +16% fire Mental save: +22 (+6 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of corrosion (+28%) (5 def, 0 armour)mindwoven elven-silk robe of corrosion (+28%) (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: +28% acid Changes damage: +19% acid Mental save: +27 (+7 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of corrosion (+27%) (3 def, 0 armour)mindwoven silk robe of corrosion (+27%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +27% acid Changes damage: +18% acid Mental save: +24 (+6 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of lightning (+25%) (3 def, 0 armour)mindwoven silk robe of lightning (+25%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +25% lightning Changes damage: +17% lightning Mental save: +27 (+7 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy elven-silk robe of nature (+28%) (5 def, 0 armour)slimy elven-silk robe of nature (+28%) (5 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * Slows global speed by 8% * 8 arcane resource burn Changes resistances: +28% nature Changes damage: +19% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy linen robe of nature (+18%) (0 def, 0 armour)slimy linen robe of nature (+18%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +18% nature Changes damage: +12% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven cashmere robe of the mind (+15%) (2 def, 0 armour)spellwoven cashmere robe of the mind (+15%) (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 resistances: +15% mind Changes damage: +15% mind Spell save: +23 (+8 eff.) Spellpower: +4 (+1 eff.) Spell 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. stormwoven linen robe (0 def, 0 armour)stormwoven linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +7% lightning / +7% cold Changes damage: +8% lightning / +6% 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. sunsealed elven-silk robe (12 def, 4 armour)sunsealed elven-silk robe (12 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +12 (+3 eff.) Changes stats: +7 Mag Changes resistances: +13% light / +6% darkness Changes damage: +16% light Maximum life: +69.00 Light radius: +4 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 (5 def, 0 armour)verdant 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: +10 Con Changes damage: +10% nature Poison immunity: +45% Disease immunity: +46% 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 'Hedan' (0 def, 0 armour)woollen robe 'Hedan' (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +1 Wil / +3 Cun Changes resistances: +8% lightning / +26% darkness / +23% fire / +13% acid / +12% physical / +22% blight / +21% cold / +18% mind / +9% light Changes resistances penetration: +10% blight Changes damage: +9% acid / +9% physical / +11% light / +11% darkness / +14% blight / +9% cold / +8% fire / +7% all Talent cooldown: Refit Golem (-4 turns) Physical save: +28 (+10 eff.) Spell save: +42 (+13 eff.) Mental save: +33 (+9 eff.) Mana when firing critical spell: +3.00 Spellpower: +29 (+3 eff.) Spell crit. chance: +7% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Dairatorach the pair of drakeskin leather boots (0 def, 5 armour)Dairatorach the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +5 Fatigue: -9% Damage when hit (Melee): 4 mind Changes stats: +8 Dex / +10 Mag / +4 Wil / +13 Lck Changes resistances: +6% acid / +12% fire / +14% cold Changes damage: +9% acid / +10% blight Reduces incoming crit damage: 10.00% Stealth bonus: +15 Disease immunity: +50% Life regen: +5.50 Stamina each turn: +0.90 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Maximum life: +60.00 Spellpower: +10 (+1 eff.) Mental crit. chance: +1% Movement speed: +10% Healing mod.: +30% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Everstride (5 def, 5 armour)Everstride (5 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Con Talent masteries: +0.20 Technique / Field control +0.20 Technique / Combat techniques +0.20 Technique / Combat veteran Stamina each turn: +1.00 Maximum life: +50.00 Maximum stamina: +50.00 Maximum air capacity: +50.00 The sturdiest boots you have ever seen. Wearing them makes you feel tireless. Perfect for a hiking trip all over Eyal. |
This item will automatically be transmogrified when you leave the level. grounding pair of dwarven-steel boots of uncanny dodging (7 def, 4 armour)grounding pair of dwarven-steel boots of uncanny dodging (7 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Changes resistances: +10% lightning / +10% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. insulating pair of hardened leather boots (0 def, 3 armour)insulating pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% fire / +7% cold A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of massiveness (0 def, 4 armour)pair of dwarven-steel boots of massiveness (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Str / +6 Con Changes damage: +8% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of strife (0 def, 3 armour)pair of hardened leather boots of strife (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con / +5 Wil Changes resistances penetration: +8% physical Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of hardened leather boots (0 def, 3 armour)traveler's pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Maximum encumbrance: +35 Physical save: +10 (+4 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of regeneration (0 def, 3 armour)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 Life regen: +4.50 Stamina each turn: +1.20 Psi each turn: +0.34 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of strength (+4) (0 def, 3 armour)voratun gauntlets of strength (+4) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +18 (+2 eff.) Armour: +3 Changes stats: +4 Str Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Blackoracle (0 def, 5 armour)Blackoracle (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% Damage when hit (Melee): 4 darkness Changes stats: +4 Str / +5 Dex / +4 Wil / +9 Cun / +4 Con Changes resistances: +24% acid / -31% light / +26% lightning / +25% fire / +15% mind / +26% cold Changes resistances penetration: +5% darkness / +15% mind Changes damage: +9% mind Allows you to breathe in: water Physical save: +25 (+9 eff.) Life regen: +7.20 Mindpower: +5 (+1 eff.) A cap made of leather. |
Yviba (9 def, 0 armour) Yviba (9 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +8 (+1 eff.) Changes stats: +4 Mag / +8 Wil / +5 Cun Changes resistances: +3% blight / +16% darkness / +6% lightning Changes damage: +11% darkness Psi when hit: +0.08 Spellpower: +4 (+1 eff.) Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of fire (+21%) (2 def, 0 armour)cashmere wizard hat of fire (+21%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% fire Changes damage: +14% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. catburglar's drakeskin leather cap of fortune (0 def, 5 armour)catburglar's drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Changes stats: +15 Lck / +10 Dex Changes resistances: +22% darkness Spell crit. chance: +7% Mental crit. chance: +7% Infravision radius: +7 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dragonslayer's iron helm of dexterity (+4) (0 def, 3 armour)dragonslayer's iron helm of dexterity (+4) (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: Armour: +3 Fatigue: +5% Changes stats: +4 Dex Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold 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. dwarven-steel helm of precognition (7 def, 4 armour)dwarven-steel helm of precognition (7 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour: +4 Defense: +7 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 14% chance to gain 10% of a turn Changes stats: +6 Cun A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Brightbreacher' (1 def, 0 armour)linen wizard hat 'Brightbreacher' (1 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Defense: +1 (+0 eff.) Changes stats: +6 Mag / +4 Wil / +8 Cun Changes resistances: +3% fire / +8% physical / +7% darkness / +36% nature Changes damage: +24% nature / +8% physical / +8% darkness / +9% arcane Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Stamina each turn: +0.20 Vim when firing critical spell: +1.00 Maximum life: +20.00 Maximum stamina: +5.00 Maximum hate: +7.00 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. mindcaging hardened leather cap of the bounder (0 def, 3 armour)mindcaging hardened leather cap of the bounder (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex Changes resistances: +19% mind Mental save: +18 (+5 eff.) Confusion immunity: +32% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. mindwoven linen wizard hat (1 def, 0 armour)mindwoven linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Psi each turn: +0.15 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing cashmere wizard hat of decomposition (2 def, 0 armour)stabilizing cashmere wizard hat of decomposition (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil Changes resistances: +6% lightning / +6% temporal / +6% light / +6% fire / +6% nature / +6% acid / +6% blight / +6% cold / +5% darkness Physical save: +11 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. warlord's drakeskin leather cap of might (0 def, 5 armour)warlord's drakeskin leather cap of might (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +18 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +7 Wil / +4 Con Changes resistances: +13% physical Physical save: +14 (+5 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing iron mail armour of natural resilience (2 def, 4 armour)cleansing iron mail armour of natural resilience (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +24% nature / +23% blight Reduced damage from: +7% Unnatural A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour of fire resistance (3 def, 8 armour)enlightening dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +6 Cun / +6 Wil Changes resistances: +21% fire Mental save: +19 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of the deep (2 def, 9 armour)enlightening steel mail armour of the deep (2 def, 9 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +5 Cun / +5 Wil Changes resistances: +8% acid / +7% cold Allows you to breathe in: water Mental save: +13 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying dwarven-steel mail armour of lightning resistance (3 def, 8 armour)fortifying dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +5 Con Changes resistances: +24% lightning Maximum life: +62.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of stability (2 def, 16 armour)impenetrable steel mail armour of stability (2 def, 16 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +7% physical Physical save: +16 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour (2 def, 4 armour)spiked iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 12 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of the deep (5 def, 15 armour)spiked voratun mail armour of the deep (5 def, 15 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes resistances: +13% acid / +14% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of implacability (5 def, 20 armour)voratun mail armour of implacability (5 def, 20 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +6% Physical save: +13 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Polena the reinforced leather armour (22 def, 7 armour)Polena the reinforced leather armour (22 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +22 (+5 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 12 acid / 18 physical / 12 fire / 12 cold / 12 lightning Changes stats: +5 Dex / +10 Wil / +7 Cun Changes resistances: +11% acid / +12% lightning / +12% fire / +9% mind / +41% cold Changes damage: +3% mind Mental save: +44 (+11 eff.) Poison immunity: +5% Disease immunity: +15% Disarm immunity: +15% Pinning immunity: +15% Equilibrium when hit: +0.04 Mental crit. chance: +3% Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Sparkmaster the hardened leather armour (3 def, 6 armour)Sparkmaster the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +12.0% Physical power: +16 (+2 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 16 acid / 16 fire Damage when hit (Melee): 13 acid / 13 fire / 12 lightning Changes stats: +7 Str / +6 Mag / +15 Wil / +7 Cun Changes resistances: +40% lightning / +45% fire / +24% cold / +22% acid Changes resistances penetration: +15% physical Reduces incoming crit damage: 10.00% Mental save: +18 (+5 eff.) Life regen: +0.20 Stamina each turn: +0.40 Spellpower: +19 (+2 eff.) Spell crit. chance: +8% Mindpower: +14 (+2 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Velynor the hardened leather armour (3 def, 6 armour)Velynor the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +18.0% Physical power: +35 (+4 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 arcane Damage (Ranged): 8 arcane Changes stats: +8 Str / +2 Dex / +9 Mag / +9 Wil / +2 Cun Changes resistances: +16% lightning / +24% temporal / +8% mind Critical mult.: +32.00% Mental save: +19 (+5 eff.) Life regen: +0.20 Stamina each turn: +0.40 Mana each turn: +0.28 Only die when reaching: -80.00 life Maximum stamina: +5.00 Spellpower: +36 (+4 eff.) Spell crit. chance: +8% Mindpower: +19 (+3 eff.) Mental crit. chance: +8% See invisible: +3 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Radiancebright' (26 def, 10 armour)cured leather armour 'Radiancebright' (26 def, 10 armour) Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +26 (+5 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to blind Damage (Melee): 7 lightning Damage (Ranged): 7 lightning Damage when hit (Melee): 8 light Changes stats: +3 Dex / +5 Cun / +4 Wil Changes resistances: +17% lightning / +14% darkness / +8% fire / +8% nature / +21% acid / +8% physical / +18% blight / +22% cold / +3% light Mental save: +25 (+7 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +4% Light radius: +1 Movement speed: +20% Heals friendly targets nearby when you use a nature summon: +50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of command (18 def, 18 armour)drakeskin leather armour of command (18 def, 18 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +18 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun Mental save: +18 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of fire resistance (5 def, 8 armour)drakeskin leather armour of fire 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% Changes resistances: +28% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour (14 def, 8 armour)marauder's drakeskin leather armour (14 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+3 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Physical save: +17 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of Eyal (4 def, 7 armour)rejuvenating reinforced leather armour of Eyal (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Life regen: +8.10 Stamina each turn: +1.30 Maximum life: +73.00 Healing mod.: +22% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of cold resistance (1 def, 2 armour)rough leather armour of cold resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +18% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of command (8 def, 6 armour)rough leather armour of command (8 def, 6 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +12 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of lightning resistance (2 def, 4 armour)spiked cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 14 physical Changes resistances: +21% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of resilience (5 def, 8 armour)spiked drakeskin leather armour of resilience (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): 19 physical Maximum life: +44.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour (4 def, 7 armour)spiked reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical A suit of armour made of leather. |
spiked rough leather armour of lightning resistance (1 def, 2 armour) spiked rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +17% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. tempestuous reinforced leather armour (21 def, 7 armour)tempestuous reinforced leather armour (21 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +21 (+4 eff.) Ranged Defense: +16 (+3 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 9 lightning Changes resistances: +22% lightning / +18% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic drakeskin leather armour of fire resistance (5 def, 21 armour)volcanic drakeskin leather armour of fire resistance (5 def, 21 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes resistances: +50% fire / +30% physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Cinderrupture the dwarven-steel plate armour (5 def, 22 armour)Cinderrupture the dwarven-steel plate armour (5 def, 22 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +22 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 10 light Changes stats: +8 Str / +4 Wil / +8 Con Changes resistances: +21% acid / +22% physical / +21% darkness / +12% temporal / +22% blight / +22% cold / +46% lightning / +22% fire Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +18% fire Talent cooldown: Rush (-10 turns) Disarm immunity: +58% Stun/Freeze immunity: +60% Knockback immunity: +64% Life regen: +2.80 Maximum life: +67.00 Light radius: +2 Healing mod.: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Cyrudheda (7 def, 48 armour)Cyrudheda (7 def, 48 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +48 Defense: +7 (+2 eff.) Fatigue: +39% Damage when hit (Melee): 12 light Changes stats: +2 Str / +5 Wil / +10 Con Changes resistances: +22% acid / +33% physical / +39% darkness / +19% lightning / +26% blight / +32% fire / +23% cold / -18% light Physical save: +31 (+11 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Life regen: +0.40 Only die when reaching: -60.00 life Maximum stamina: +15.00 Light radius: +2 Healing mod.: +25% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. cleansing steel plate armour of resilience (4 def, 9 armour)cleansing steel plate armour of resilience (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +14% nature / +14% blight Maximum life: +36.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. cleansing stralite plate armour of cold resistance (7 def, 13 armour)cleansing stralite plate armour of cold resistance (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes resistances: +15% blight / +27% cold / +18% nature A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel plate armour of resilience (5 def, 11 armour)rejuvenating dwarven-steel plate armour of resilience (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Life regen: +4.90 Stamina each turn: +1.70 Maximum life: +40.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of resilience (4 def, 9 armour)steel plate armour of resilience (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Maximum life: +30.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. acidic stralite shield of resilience (10 def, 2 armour, 136 block)acidic stralite shield of resilience (10 def, 2 armour, 136 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 9 acid Damage when hit (Melee): 30 acid Talent granted: +4 Block Maximum life: +82.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming steel shield of physical resistance (+14%) (6 def, 2 armour, 42 block)flaming steel shield of physical resistance (+14%) (6 def, 2 armour, 42 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 14 fire Changes resistances: +14% physical Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced voratun shield of resilience (12 def, 14 armour, 299 block)reinforced voratun shield of resilience (12 def, 14 armour, 299 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: +14 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Talent granted: +5 Block Maximum life: +100.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of fire resistance (+27%) (10 def, 2 armour, 137 block)stralite shield of fire resistance (+27%) (10 def, 2 armour, 137 block) Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes resistances: +27% fire Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of fire resistance (+30%) (12 def, 3 armour, 207 block)voratun shield of fire resistance (+30%) (12 def, 3 armour, 207 block) Requires: - Strength 48 - Talent Armour Training (level 2) 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% Changes resistances: +30% fire Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded stralite shield of earthen fury (10 def, 11 armour, 146 block)warded stralite shield of earthen fury (10 def, 11 armour, 146 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +11 Armour Hardiness: +9% Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes resistances: +15% physical Maximum wards: +5 lightning / +5 temporal / +5 blight / +3 fire / +5 cold Talents granted: +1 Ward +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. The Titan's Quiver (18/18, 62-86.8 power, 20 apr)The Titan's Quiver (18/18, 62-86.8 power, 20 apr) Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
This item will automatically be transmogrified when you leave the level. barbed quiver of dragonbone arrows of torment (23/23, 52.5-73.5 power, 18 apr)barbed quiver of dragonbone arrows of torment (23/23, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target Damage (Ranged): +20 bleed / +11 mind / +12 darkness Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. blazing quiver of dragonbone arrows of erosion (21/21, 55.5-77.7 power, 18 apr)blazing quiver of dragonbone arrows of erosion (21/21, 55.5-77.7 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 Damage (Ranged): +11 temporal / +20 nature / +33 fire Burst (radius 2) on crit: +6 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of dragonbone arrows (24/24, 54.5-76.3 power, 18 apr)hateful quiver of dragonbone arrows (24/24, 54.5-76.3 power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 Damage (Ranged): +27 darkness Damage against: +17% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of elm arrows of erosion (16/16, 13.5-18.9 power, 5 apr)hateful quiver of elm arrows of erosion (16/16, 13.5-18.9 power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 16 Damage (Ranged): +7 temporal / +10 darkness / +8 nature Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of accuracy (20/20, 51.5-72.1 power, 18 apr)quiver of dragonbone arrows of accuracy (20/20, 51.5-72.1 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +19 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows of accuracy (25/25, 15.5-21.7 power, 5 apr)quiver of elm arrows of accuracy (25/25, 15.5-21.7 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 25 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows of erosion (14/14, 11.5-16.1 power, 5 apr)quiver of elm arrows of erosion (14/14, 11.5-16.1 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.5 - 16.1 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 14 Damage (Ranged): +8 nature / +7 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of amnesia (16/16, 29-40.6 power, 10 apr)quiver of yew arrows of amnesia (16/16, 29-40.6 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.0 - 40.6 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. storming quiver of yew arrows of erosion (22/22, 32-44.8 power, 10 apr)storming quiver of yew arrows of erosion (22/22, 32-44.8 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 Damage (Ranged): +16 lightning / +14 temporal / +12 nature Burst (radius 2) on crit: +11 lightning Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
1092 alchemist agate 1092 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. |
2 aquamarine 2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazepall BlazepallPowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Defense: +6 (+1 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning Changes resistances: +7% light / +12% mind Changes resistances penetration: +7% all Changes damage: +6% darkness / +6% lightning Damage affinity(heal): +5% darkness Physical save: +12 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +10 (+3 eff.) Light radius: +4 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 564.69 damage. The damage dealt will increase with your Spellpower. 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. |
Jetwrither JetwritherPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 arcane Changes resistances: +8% darkness / +9% light / +5% arcane Changes resistances penetration: +5% darkness / +10% arcane Changes damage: +10% light / +8% darkness / +3% arcane Damage affinity(heal): +5% light / +5% darkness Maximum life: +54.00 Light radius: +5 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 564.69 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 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. insidious pouch of stralite shots of warping (18/18, 43-51.6 power, 5 apr)insidious pouch of stralite shots of warping (18/18, 43-51.6 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 18 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +36 insidious poison / +15 temporal / +13 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of daylight (17/17, 31.5-37.8 power, 3 apr)pouch of dwarven-steel shots of daylight (17/17, 31.5-37.8 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 17 Damage (Ranged): +12 light Damage against: +19% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of the leech (18/18, 35.5-42.6 power, 3 apr)pouch of dwarven-steel shots of the leech (18/18, 35.5-42.6 power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 18 On weapon hit: * Slows global speed by 12% * leeches stamina from the target Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of torment (21/21, 29.5-35.4 power, 3 apr)pouch of dwarven-steel shots of torment (21/21, 29.5-35.4 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 21 On weapon hit: * 20% chance to torment the target Damage (Ranged): +12 mind / +11 darkness Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots 'Gloomkiss' (15/38, 32.5-39 power, 8 apr)pouch of steel shots 'Gloomkiss' (15/38, 32.5-39 power, 8 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 32.5 - 39.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +10.5% Capacity: 38 On weapon hit: * 20% chance to disease * 20% chance to cause random gloom * 20% chance to curse the target On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +28 darkness / +22 blight / +10 bleed / +8 arcane Burst (radius 1) on hit: +20 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots of accuracy (22/22, 19.5-23.4 power, 2 apr)pouch of steel shots of accuracy (22/22, 19.5-23.4 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 22 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Brightqueen [power 11] (14 cooldown)Brightqueen [power 11] (14 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 nature / 8 fire Maximum wards: +6 physical / +13 mind / +12 darkness Changes resistances penetration: +10% nature / +10% fire Changes damage: +30% fire Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +4 Telekinetic Blast +3 Ward It can be used to absorb and nullify at most 11 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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 wqe the Vampire Radiant level 33
7th Mirth 122nd year of Ascendancy at 09:38 see stats
By wqe the Vampire Radiant level 54
3rd Flare 122nd year of Ascendancy at 01:41 see stats
By wqe the Vampire Radiant level 25
6th Mirth 122nd year of Ascendancy at 23:51 see stats
By wqe the Vampire Radiant level 10
74th Pyre 122nd year of Ascendancy at 12:49 see stats
By wqe the Vampire Radiant level 20
74th Pyre 122nd year of Ascendancy at 15:39 see stats
By wqe the Vampire Radiant level 30
7th Mirth 122nd year of Ascendancy at 06:40 see stats
By wqe the Vampire Radiant level 40
7th Mirth 122nd year of Ascendancy at 16:05 see stats
By wqe the Vampire Radiant level 50
2nd Flare 122nd year of Ascendancy at 22:31 see stats
By wqe the Vampire Radiant level 33
7th Mirth 122nd year of Ascendancy at 09:40 see stats
By wqe the Vampire Radiant level 23
3rd Mirth 122nd year of Ascendancy at 19:07 see stats
By wqe the Vampire Radiant level 23
2nd Mirth 122nd year of Ascendancy at 18:50 see stats
By wqe the Vampire Radiant level 33
7th Mirth 122nd year of Ascendancy at 09:40 see stats
By wqe the Vampire Radiant level 23
3rd Mirth 122nd year of Ascendancy at 01:37 see stats
By wqe the Vampire Radiant level 14
74th Pyre 122nd year of Ascendancy at 14:43 see stats
Log
Wqe picks up ( .): lapis lazuli.
Ran for 7 turns (stop reason: taken damage).
Lava floor hits wqe for (33 absorbed), 0 fire (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 18 turns (stop reason: at exit).
Saving game...
Saving done.
Wqe deactivates Stream of Life.
wqe is no longer sustained by their light.
Wqe is no longer surging arcane power.
Wqe deactivates Willful Tormenter.
The shield around wqe crumbles.
Wqe deactivates Blood Vengeance.
Wqe deactivates Critical Mass.
Wqe deactivates Keen Senses.
Wqe deactivates Dark Ritual.
Wqe deactivates Infestation.
Wqe deactivates Manic Flurry.
Wqe deactivates Chant of Light.
Wqe deactivates Searing Sight.
Wqe deactivates Sickness Within, Sickness Without.
Wqe deactivates Overkill.
Wqe deactivates Exclusion Zone.
Wqe deactivates Purge Weakness.
Wqe deactivates Internal Reactor.
Wqe deactivates Pulsing Aura.