Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 113 / 76% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 181 (base 100) |
| Dexterity | 151 (base 100) |
| Constitution | 132 (base 100) |
| Magic | 137 (base 100) |
| Willpower | 148 (base 100) |
| Cunning | 157 (base 100) |
Resources
| Life | 6562/6562 |
| Mana | 447/447 |
| Stamina | 398/398 |
| Equilibrium | 36 |
| Healing Factor | 1.8859602649007 |
| Regeneration | 38.90447440913 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +72.80538524017% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 19 |
| Lite | 17 |
| Infravision | 30 |
| See Stealth | 196.20952078845 |
| See Invisible | 211.20952078845 |
| ESP Range | 10 |
| ESP Kinds | animal |
Offense: Mainhand
| Damage | 862 |
| Accuracy | 119 |
| Crit Chance | 177% |
| APR | 63 |
| Speed | 1.33 |
Offense: Spell
| Spellpower | 96 |
| Crit Chance | 89% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 98 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| All | +15% |
Offense: Damage Penetration
| All | +25% |
Defense: Base
| Armour (hardiness) | 205.72120585325 (100%) |
| Defense | 90 |
| Ranged Defense | 101 |
| Fatigue | 0 |
| Physical Save | 118 |
| Spell Save | 143 |
| Mental Save | 108 |
Defense: Resistances
| All | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 53% |
| Poison Resistance | 5% |
| Blind Resistance | 100% |
| Silence Resistance | 48% |
| Bleed Resistance | 15% |
| Disarm Resistance | 25% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 12 turns. While Heroism is active, you will only die when reaching -1252 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 511 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1580% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 380 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 43) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any animal around. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Air | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Superiority | 1.70 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Magical combat | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Two-handed assault | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Earth | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Combat veteran | 1.60 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Fire | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Enhancement | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Cunning / Dirty fighting | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Shield offense | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Stone | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Dual techniques | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Race / Higher | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Celestial / Chants | 1.10 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Combat training | 1.60 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Aegis | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Staff combat | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Cunning / Scoundrel | 1.10 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Cunning / Survival | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Conveyance | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Prodigies
| 1/1 |
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Effects
| talent | Stone Skin |
| talent | Shattering Impact |
| talent | Chant of Fortitude |
| talent | Arcane Feed |
| talent | Psiblades |
| talent | Lacerating Strikes |
| talent | Arcane Shield |
| talent | Precise Strikes |
| talent | Inner Power |
| talent | Crystalline Focus |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Fiery Hands |
| talent | Shielding |
| talent | Arcane Combat |
| beneficial effect | You can sense the presence of all animal around you. Receptive Mind |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Improves/gives the ability to see invisible and stealthed creatures (power 43). Sense Hidden |
Quests
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Cystroar (25 def, 5 armour) Cystroar (25 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+5 eff.) Fatigue: -4% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 nature Changes stats: +2 Wil / +1 Mag Changes resistances: +3% blight Changes resistances penetration: +5% arcane Changes damage: +3% arcane Maximum encumbrance: +50 Physical save: +15 (+2 eff.) Silence immunity: +48% Confusion immunity: +48% Stun/Freeze immunity: +50% Spellpower: +6 (+1 eff.) Damage Shield penetration: +40% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Quiver | Belerialaith the Brightknight (22/22, 165% power, 18 apr) Belerialaith the Brightknight (22/22, 165% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 22 On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Ranged): +16 lightning / +12 fire / +30 light Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +8 lightning / +4 fire Damage against: +45% Undead Arrows are used with bows to pierce your foes to death. |
| Light source | Cuthildir the dwarven lantern Cuthildir the dwarven lanternRequires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +8 Mag Changes resistances: +6% cold / +24% darkness / +9% fire Changes resistances penetration: +15% all Changes damage: +8% light Damage affinity(heal): +5% light Spell save: +6 (+0 eff.) Mental save: +15 (+2 eff.) Disarm immunity: +5% Pinning immunity: +20% Stun/Freeze immunity: +5% Spellpower: +13 (+3 eff.) Light radius: +10 See stealth: +25 See invisible: +25 It can be used to activate talent Sun Flare, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 127.55 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | Samyroddavon (0 def, 11 armour) Samyroddavon (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +9 Wil Changes resistances: +13% blight / +17% cold / +6% darkness / +9% acid Allows you to breathe in: water Physical save: +23 (+4 eff.) Spell save: +9 (+1 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +10% Poison immunity: +5% Disarm immunity: +20% A cap made of leather. |
| Tool | Dazzlebane (dig speed 7 turns) Dazzlebane (dig speed 7 turns)Requires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+1 eff.) Fatigue: -10% Effects on melee hit: * Slows global speed by 47% Damage when hit (Melee): 12 nature / 8 light Changes stats: +8 Str Changes resistances: +15% darkness / +12% light Changes damage: +6% nature / +3% light Damage affinity(heal): +15% darkness Critical mult.: +20.00% Lowers spell cool-downs by: 10% Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| On fingers | Adyrissra the Rotparry Adyrissra the RotparryPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Changes stats: +2 Str / +10 Wil / +3 Con Changes resistances: +23% acid / +30% fire / +30% cold / +24% lightning Changes resistances penetration: +5% nature / +15% physical Changes damage: +3% nature Critical mult.: +6.00% Mental save: +20 (+3 eff.) Life regen: +1.70 Maximum life: +90.00 Healing mod.: +28% Rings can have magical properties. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Dual techniques +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Shield offense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around waist | Dagablek DagablekRequires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +9% acid / +6% lightning / +15% blight / +15% fire / +5% arcane / +15% cold Reduced damage from: +38% Summoned Trap disarming bonus: +29 Stealth bonus: +15 Physical save: +9 (+2 eff.) Disease immunity: +15% Confusion immunity: +5% Stun/Freeze immunity: +10% Infravision radius: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In main hand | Blighted Maul (204% power, 22 apr) Blighted Maul (204% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 390.00 to 1169.99 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 1037.92 to 2075.84 physical damage (based on Strength) to each, costing 0 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
| On hands | Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 60% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 0 power out of 25/25) : Effective talent level: 3.3 Power cost: 0 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. This item has been sent to the Item's Vault. |
| Main armor | drakeskin leather armour 'Duskpiety' (23 def, 28 armour) drakeskin leather armour 'Duskpiety' (23 def, 28 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +28 Defense: +23 (+5 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to inflict 15% damage reduction * 15% chance to blind Changes stats: +19 Cun / +15 Dex Changes resistances: +20% acid / +20% physical / +20% cold / +20% fire / +20% lightning Changes resistances penetration: +15% darkness Changes damage: +9% darkness / +9% physical Spell save: +30 (+3 eff.) Mindpower: +15 (+2 eff.) A suit of armour made of leather. |
| Cloak | Baleroddagrim the elven-silk cloak (3 def, 0 armour) Baleroddagrim the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes resistances: +9% acid / +7% physical / +10% cold / +10% fire / +6% mind / +9% lightning Physical save: +53 (+8 eff.) Mental save: +15 (+2 eff.) Cut immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +10% Only die when reaching: -50.00 life Maximum life: +110.00 Maximum stamina: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Around neck | Adonor the voratun amulet Adonor the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Wil / +10 Cun / +10 Con Changes resistances: +18% blight / +6% darkness / +7% arcane Changes resistances penetration: +10% mind Blindness immunity: +36% Life regen: +1.10 Stamina each turn: +1.50 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets can have magical properties. |
Inventory
wild infusion of the duelist (resist 45%; cure magical) wild infusion of the duelist (resist 45%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 45% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Cobravault the voratun amulet Cobravault the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 15 darkness / 13 light Effects when hit in melee: * 15% chance to blind * 14% chance to inflict 15% damage reduction Changes stats: +5 Mag Changes resistances: +9% lightning Changes resistances cap: +6% all Changes damage: +8% acid / +15% light / +15% darkness / +8% fire / +8% cold / +6% nature / +6% lightning Physical save: +21 (+3 eff.) Poison immunity: +20% Silence immunity: +10% Only die when reaching: -60.00 life Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Scabraptor ScabraptorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +10 Str / +10 Dex / +2 Mag / +11 Wil / +6 Con Changes resistances: +30% temporal Changes resistances penetration: +15% fire Physical save: +20 (+3 eff.) Pinning immunity: +50% Knockback immunity: +50% Life regen: +2.60 Maximum life: +71.00 Light radius: +4 Infravision radius: +2 Amulets can have magical properties. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
serendipitous voratun amulet of vision serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +18 (+4 eff.) Changes stats: +6 Lck Blindness immunity: +34% Infravision radius: +8 Sight radius: +2 See invisible: +10 Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
Airnail AirnailRequires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +1 Str / +8 Mag / +7 Cun / +1 Con Changes resistances: +30% acid / +30% fire / +30% lightning / +30% cold Grants telepathy: Dragon Silence immunity: +50% Stun/Freeze immunity: +46% Life regen: +4.80 Mana each turn: +0.39 Spellpower: +15 (+3 eff.) Light radius: +1 See invisible: +9 Rings can have magical properties. This item has been sent to the Item's Vault. |
Cleansespar the voratun ring Cleansespar the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Changes stats: +25 Wil / +13 Mag Changes damage: +12% nature / +6% fire Mental save: +20 (+3 eff.) Vim when firing critical spell: +3.00 Spellpower: +23 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Helllady HellladyInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +16 Defense: +17 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Wil Changes resistances: +6% acid / +7% arcane / +9% blight Changes damage: +21% fire Spell save: +20 (+2 eff.) Mental save: +20 (+3 eff.) Life regen: +1.90 Maximum life: +100.00 Healing mod.: +22% It can be used to activate talent Disengage, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Isilaith IsilaithRequires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+3 eff.) Damage when hit (Melee): 8 arcane Changes stats: +10 Str / +10 Con Changes resistances: +15% fire / +80% darkness / +3% mind Changes damage: +40% darkness / +8% all Spell save: +3 (+0 eff.) Poison immunity: +5% Silence immunity: +10% Teleport immunity: +15% Spellpower: +14 (+3 eff.) Mindpower: +19 (+3 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+3 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 0 power out of 30/30) : Effective talent level: 2.0 Power cost: 0 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Plaguenight the voratun ring Plaguenight the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +10 Cun Changes resistances: +32% nature / +15% temporal Changes resistances penetration: +5% temporal Changes damage: +16% nature Stun/Freeze immunity: +49% Life regen: +3.50 Rings can have magical properties. |
Saladhevena the Dimworth Saladhevena the DimworthInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 49% chance to blind Damage when hit (Melee): 12 darkness Changes resistances: +40% fire Changes resistances penetration: +15% darkness Changes damage: +20% fire / +9% darkness / +24% mind Psi when hit: +0.16 Maximum hate: +10.00 Maximum psi: +50.00 Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. savage's gold ringsavage's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Spell save: +15 (+2 eff.) Maximum stamina: +28.00 Rings can have magical properties. |
voratun ring 'Arcviper' voratun ring 'Arcviper'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -4% Effects on melee hit: * 26% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 45 light Damage when hit (Melee): 16 lightning Changes stats: +3 Cun / +6 Mag Changes resistances: +20% mind / +8% arcane Changes damage: +20% mind Reduces incoming crit damage: 15.00% Disarm immunity: +50% Pinning immunity: +48% Knockback immunity: +39% Maximum life: +45.00 See invisible: +9 Rings can have magical properties. |
voratun ring 'Dimfury' voratun ring 'Dimfury'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +10 Dex / +8 Mag / +16 Wil / +10 Cun Changes resistances: +12% blight / +6% darkness Changes resistances penetration: +5% darkness Spell save: +3 (+0 eff.) Mental save: +20 (+3 eff.) Poison immunity: +10% Knockback immunity: +10% Spellpower: +13 (+3 eff.) Rings can have magical properties. |
Arcwire (167% power, 4 apr) Arcwire (167% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage Shield penetration (this weapon only): +30% Damage (Melee): +82 insidious poison When wielded/worn: Armour penetration: +40 Physical crit. chance: +21.0% Effects on melee hit: * 39% chance to daze at end of turn Damage when hit (Melee): 4 blight Changes stats: +3 Mag Changes resistances: +3% acid Changes resistances penetration: +5% arcane / +21% physical Changes damage: +19% physical Critical mult.: +28.00% Mana each turn: +0.16 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
Ivamira (171% power, 4 apr) Ivamira (171% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +24 blight / +24 arcane / +28 lightning Burst (radius 1) on hit: +8 acid When wielded/worn: Physical crit. chance: +21.0% Changes stats: +4 Str / +2 Wil Spell save: +20 (+2 eff.) Disease immunity: +38% Mana when firing critical spell: +2.00 Maximum mana: +80.00 Maximum vim: +40.00 Light radius: +3 Infravision radius: +3 Massive two-handed battleaxes. |
Khulmanar's Wrath (182% power, 8 apr) Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 0 power out of 35/35) : Effective talent level: 3.0 Power cost: 0 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 499.70 fire damage, and flames will be left dealing a further 117.22 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (184% power, 4 apr) The Gaping Maw (184% power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel battleaxe of purging (119% power, 2 apr)blazebringer's steel battleaxe of purging (119% power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature Burst (radius 2) on crit: +16 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +4% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. chilling steel battleaxe of ruin (120% power, 2 apr)chilling steel battleaxe of ruin (120% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Critical mult.: +20.00% Massive two-handed battleaxes. |
voratun battleaxe 'Cloudhunt' (169% power, 7 apr) voratun battleaxe 'Cloudhunt' (169% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 40 bleeding, 93% reduced healing Damage (Melee): +27 blight / +28 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour penetration: +2 Physical crit. chance: +20.0% Physical power: +27 (+3 eff.) Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +9% temporal Changes damage: +9% lightning / +9% temporal Disease immunity: +46% Massive two-handed battleaxes. |
Boltnight (146% power, 9 apr) Boltnight (146% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Lightning Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +16 arcane Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +6 Dex Changes resistances: +33% lightning Changes resistances penetration: +30% fire Changes damage: +24% arcane Sharp, short and deadly. |
Cinderedge (160% power, 9 apr) Cinderedge (160% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 161% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid / +20 fire Burst (radius 1) on hit: +16 fire When wielded/worn: Effects on melee hit: * 25 arcane resource burn Changes resistances: +9% temporal Changes resistances penetration: +20% acid Changes damage: +9% acid Spell save: +12 (+1 eff.) Sharp, short and deadly. |
Duvethad the voratun dagger (146% power, 9 apr) Duvethad the voratun dagger (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 68% chance to corrode armour by 30% Damage (Melee): +48 insidious poison When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +9% acid / +12% light / +15% blight Reduces incoming crit damage: 15.00% Spell save: +30 (+3 eff.) Blindness immunity: +15% Disease immunity: +40% Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr) Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 70% Wil, 30% Str, 50% Mag, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+1 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 0 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 40% Wil, 105% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 0 power out of 50/50) : Effective talent level: 2.0 Power cost: 0 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 23.53 acid and 23.53 blight damage. If not cleared after five turns it will inflict 133.61 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Dream Malleus (168% power, 5 apr) Dream Malleus (168% power, 5 apr)Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 110% Wil, 50% Mag, 70% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +32 mind / +10 darkness Damage against: +7% Living When wielded/worn: Changes stats: +12 Cun / +2 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Hammer Toss +3 Dream Smith's Hammer Psi each turn: +0.10 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 0 turns. A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Isloda (180% power, 4 apr) Isloda (180% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% Burst (radius 1) on hit: +28 fire / +8 physical When wielded/worn: Accuracy: +42 (+6 eff.) Changes stats: +10 Str / +10 Dex / +4 Wil / +2 Con Changes damage: +20% physical Critical mult.: +6.00% Physical save: +10 (+2 eff.) Mental save: +16 (+2 eff.) Stamina when hit: +4.00 Equilibrium when hit: +0.08 Only die when reaching: -20.00 life Mindpower: +12 (+2 eff.) Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (193% power, 7 apr) Voratun Hammer of the Deep Bellow (193% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
This item will automatically be transmogrified when you leave the level. iron greatmaul of projection (117% power, 1 apr)iron greatmaul of projection (117% power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 117% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. quick steel greatmaul of crippling (135% power, 2 apr)quick steel greatmaul of crippling (135% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 135% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +13.0% Changes stats: +6 Dex Massive two-handed mauls. |
voratun greatmaul 'Betysemina' (180% power, 4 apr) voratun greatmaul 'Betysemina' (180% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +23 fire When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +20 Armour: +6 Changes stats: +3 Mag Changes resistances: +3% physical Changes resistances penetration: +10% arcane / +21% physical Changes damage: +9% blight Physical save: +30 (+5 eff.) Maximum mana: +80.00 Massive two-handed mauls. |
voratun greatmaul 'Curetyphoon' (199% power, 8 apr) voratun greatmaul 'Curetyphoon' (199% power, 8 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 200% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +40 physical When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 12 temporal Changes stats: +6 Str Changes resistances: +6% nature / +3% physical Physical save: +50 (+7 eff.) Maximum life: +50.00 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed mauls. |
Borosk's Hate (172% power, 22 apr) Borosk's Hate (172% power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 40% Wil, 20% Con, 50% Mag, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 169 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 0 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Demonsquall (189% power, 4 apr) Demonsquall (189% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 190% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 fire When wielded/worn: Armour penetration: +21 Effects on melee hit: * 36% chance to inflict 15% damage reduction Changes resistances: +3% darkness / +14% all Changes resistances penetration: +21% nature / +21% physical Changes damage: +6% fire / +9% darkness / +21% physical Massive two-handed swords. |
Dethblyd (182% power, 18 apr) Dethblyd (182% power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 40% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Hathador (171% power, 4 apr) Hathador (171% 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. Power: 172% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 40 bleeding, 93% reduced healing Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +28 fire When wielded/worn: Physical crit. chance: +21.0% Physical power: +17 (+2 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +3% light Changes damage: +3% blight Critical mult.: +15.00% Spell save: +20 (+2 eff.) Disarm immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Massive two-handed swords. |
Squalorquell (180% power, 9 apr) Squalorquell (180% power, 9 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 180% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% Damage (Melee): +16 lightning / +28 darkness Burst (radius 2) on crit: +20 mind Damage against: +28% Living When wielded/worn: Armour: +14 Effects on melee hit: * Slows global speed by 51% Changes stats: +4 Dex Changes resistances: +18% nature Changes resistances penetration: +20% mind Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick voratun greatsword of massacre (186% power, 4 apr)quick voratun greatsword of massacre (186% 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. Power: 186% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +21 (+3 eff.) Changes stats: +10 Dex Massive two-handed swords. |
voratun greatsword 'Baruthad' (198% power, 4 apr) voratun greatsword 'Baruthad' (198% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 198% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +28 fire When wielded/worn: Armour penetration: +21 Armour: +4 Damage when hit (Melee): 12 physical Changes stats: +1 Dex Changes resistances: +12% blight Changes resistances penetration: +16% physical / +21% fire Changes damage: +3% arcane / +21% physical Maximum mana: +20.00 Global speed: +8% Healing mod.: +5% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of amnesia (175% power, 4 apr)voratun greatsword of amnesia (175% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of amnesia (171% power, 4 apr)voratun greatsword of amnesia (171% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed swords. |
Blazemire the dragonbone longbow Blazemire the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +10 Travel speed: +400% When wielded/worn: Changes stats: +11 Con Changes resistances: +12% light / +6% blight / +3% cold / +6% mind / +15% nature Changes resistances penetration: +10% light Changes damage: +9% fire Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 366 life over 5 turns, putting all charms on cooldown for 0 turns. Longbows are used to shoot arrows at your foes. |
Firerigor the dragonbone longbow Firerigor the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 58% chance to cause random gloom Damage (Ranged): +30 cold When wielded/worn: Ammo reloads per turn: +8 Changes stats: +11 Mag Changes resistances: +9% temporal / +6% mind / +3% fire Changes resistances penetration: +51% physical / +15% temporal Changes damage: +56% physical / +27% temporal / +3% blight / +33% cold / +3% mind / +12% fire Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Isylelle IsylelleRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +6 physical When wielded/worn: Physical crit. chance: +5.0% Physical power: +23 (+2 eff.) Fatigue: -6% Changes stats: +15 Str Changes resistances: +12% temporal Changes damage: +9% physical Critical mult.: +20.00% Stamina each turn: +1.80 Maximum stamina: +15.00 Longbows are used to shoot arrows at your foes. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+4 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 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. |
Ulfosus the Magmakill Ulfosus the MagmakillRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 51% chance to inflict 15% damage reduction When wielded/worn: Physical power: +18 (+2 eff.) Changes stats: +11 Str Changes resistances: +3% darkness / +6% fire Changes resistances penetration: +23% temporal / +58% physical / +10% darkness / +10% fire Changes damage: +33% physical / +12% fire / +33% temporal Talent cooldown: Arrow Stitching (-1 turn) Damage Shield penetration: +90% Longbows are used to shoot arrows at your foes. |
Airstreak (154% power, 6 apr) Airstreak (154% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to daze at end of turn Damage (Melee): +28 lightning Burst (radius 2) on crit: +12 lightning / +16 physical When wielded/worn: Armour penetration: +19 Damage when hit (Melee): 32 physical Changes resistances: +15% mind Changes resistances penetration: +15% physical Changes damage: +15% physical Physical save: +24 (+4 eff.) Life regen: +0.60 Stamina each turn: +0.60 Maximum stamina: +30.00 Sharp, long, and deadly. |
Arthurab the Flashwisp (154% power, 6 apr) Arthurab the Flashwisp (154% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 50% chance to blind Damage (Melee): +8 mind Burst (radius 1) on hit: +8 light / +20 fire Burst (radius 2) on crit: +8 mind / +12 fire When wielded/worn: Effects on melee hit: * 37% chance to blind Damage when hit (Melee): 16 mind / 16 fire Changes resistances: +6% mind Sharp, long, and deadly. |
Blindglory (153% power, 6 apr) Blindglory (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30% chance to disease On weapon crit: * cripple the target Damage (Melee): +26 blight Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Physical crit. chance: +14.0% Effects on melee hit: * 46% chance to blind Damage when hit (Melee): 16 light / 24 darkness Changes resistances penetration: +11% physical Changes damage: +3% blight Light radius: +4 Sharp, long, and deadly. |
Butcher (159% power, 12 apr) Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Dawn's Blade (161% power, 7 apr) Dawn's Blade (161% power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Power: 162% Range: 1.4x Uses stats: 40% Wil, 75% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 615.68 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 0 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Eclipseshear (151% power, 6 apr) Eclipseshear (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 46% chance to inflict 15% damage reduction On weapon crit: * splashes the target with acid Damage (Melee): +15 acid / +12 darkness When wielded/worn: Effects on melee hit: * 34% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances penetration: +15% darkness / +10% nature Changes damage: +21% nature Sharp, long, and deadly. |
Emeluganor the voratun longsword (153% power, 6 apr) Emeluganor the voratun longsword (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Melee): +20 lightning When wielded/worn: Armour penetration: +15 Physical crit. chance: +10.0% Armour: +4 Changes stats: +4 Cun Changes resistances penetration: +17% acid / +17% fire / +17% cold / +14% lightning Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Disease immunity: +20% Cut immunity: +15% Silence immunity: +10% Stun/Freeze immunity: +25% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Sharp, long, and deadly. |
Spellblade (161% power, 0 apr) Spellblade (161% power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
The Black Spike (159% power, 20 apr) The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
voratun longsword 'Eilinitha' (153% power, 6 apr) voratun longsword 'Eilinitha' (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +10 Changes stats: +1 Wil Changes resistances: +6% light / +9% blight Changes resistances penetration: +15% physical Changes damage: +14% physical Grants telepathy: Demon/Minor Demon/Major Silence immunity: +10% Stun/Freeze immunity: +5% Maximum life: +30.00 Maximum stamina: +25.00 Sharp, long, and deadly. |
voratun longsword 'Thunderbore' (150% power, 6 apr) voratun longsword 'Thunderbore' (150% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn * Slows global speed by 20% * leeches stamina from the target Damage (Melee): +17 temporal / +19 nature Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Damage when hit (Melee): 4 lightning / 20 nature slow / 8 light Changes resistances: +5% arcane / +6% fire / +6% nature / +12% cold Changes damage: +3% lightning Critical mult.: +20.00% Spell save: +20 (+2 eff.) Sharp, long, and deadly. |
Polabrenn the Morningwrither (154% power, 6 apr) Polabrenn the Morningwrither (154% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +20 darkness Damage against: +16% Living When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 4 arcane Changes resistances: +9% light / +6% arcane Changes resistances penetration: +15% darkness / +10% light / +15% mind Changes damage: +9% lightning / +6% light / +12% arcane Light radius: +3 Blunt and deadly. |
Pyrepunish the voratun mace (156% power, 6 apr) Pyrepunish the voratun mace (156% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +43 (+6 eff.) Defense: +15 (+3 eff.) Fatigue: -4% Damage when hit (Melee): 8 fire Changes stats: +8 Str / +7 Dex / +4 Con Changes resistances: +9% mind / +6% nature / +6% darkness Changes damage: +15% physical Reduces incoming crit damage: 5.00% Disarm immunity: +50% Stamina when hit: +2.50 Infravision radius: +4 See invisible: +3 Blunt and deadly. |
Thunderfall (161% power, 6 apr) Thunderfall (161% power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 0 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Zubiriawyn the Coalmark (155% power, 6 apr) Zubiriawyn the Coalmark (155% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +20% Living When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal / +3% darkness / +10% all Changes resistances penetration: +15% nature / +15% physical Changes damage: +21% temporal Blunt and deadly. |
voratun mace 'Uliharalach' (156% power, 6 apr) voratun mace 'Uliharalach' (156% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +20 fire When wielded/worn: Fatigue: -4% Changes stats: +4 Str / +3 Dex / +4 Cun Changes resistances: +9% blight Changes damage: +24% blight / +6% arcane Grants telepathy: Dragon Light radius: +3 Infravision radius: +2 Blunt and deadly. |
Lelunarildil the living mindstar (120% power, 42 apr, nature damage) Lelunarildil the living mindstar (120% power, 42 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 121% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +42 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 56% chance to cause random gloom Damage Shield penetration (this weapon only): +70% When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +7 Cun Changes resistances: +10% blight Changes damage: +10% nature Critical mult.: +20.00% Disease immunity: +20% Only die when reaching: -60.00 life Mindpower: +22 (+4 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. |
living mindstar 'Coalking' (116% power, 40 apr, mind damage) living mindstar 'Coalking' (116% 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 mindstar projects psionic energy if enough is absorbed. This natural venom should be returned to the wyrm. This natural mindstar summons a caller. Power: 116% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 arcane When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +3 Str / +2 Mag / +2 Wil / +3 Cun Changes resistances: +17% acid Changes resistances penetration: +12% acid / +10% darkness Changes damage: +20% acid / +24% fire / +25% cold / +18% arcane / +25% lightning Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Reduces incoming crit damage: 20.00% Life regen: +2.00 Mindpower: +22 (+4 eff.) Mental crit. chance: +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. |
living mindstar 'Kindleblight' (117% power, 40 apr, nature damage) living mindstar 'Kindleblight' (117% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This purifying mindstar will cleanse other mindstars. Power: 117% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 34% chance to blind Effects when hit in melee: * 18 arcane resource burn * Slows global speed by 10% Changes resistances: +9% mind / +9% arcane / +9% light Changes resistances penetration: +10% arcane / +5% acid Changes damage: +10% arcane / +10% nature Life regen: +0.00 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +6.00 Maximum hate: +0.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +17% Light radius: +2 Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dagyromifast DagyromifastRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 cold Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +4 temporal When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% arcane Changes damage: +6% arcane / +21% cold Grants telepathy: Dragon Mental save: +21 (+3 eff.) Mental crit. chance: +5% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Glorira the DawnwingGlorira the Dawnwing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Acid Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 70% chance to blind When wielded/worn: Armour: +6 Defense: +16 (+4 eff.) Changes stats: +5 Mag Changes resistances: +6% darkness Changes resistances penetration: +44% light / +15% acid Changes damage: +17% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Cut immunity: +15% Teleport immunity: +35% Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 0 power out of 16/16) : Effective talent level: 4.0 Power cost: 0 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
drakeskin leather sling 'Ivorin' drakeskin leather sling 'Ivorin'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 nature / +20 cold Burst (radius 2) on crit: +4 temporal When wielded/worn: Physical power: +15 (+1 eff.) Armour: +15 Changes stats: +7 Str / +1 Dex / +1 Cun Changes resistances: +10% all Changes resistances penetration: +15% cold / +15% nature / +10% physical Life regen: +0.80 Maximum life: +10.00 See invisible: +3 Healing mod.: +10% Slings are used to hurl stones or metal shots at your foes. |
Arcstreak (151% power, 6 apr, physical element) Arcstreak (151% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 lightning Burst (radius 1) on hit: +16 acid When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 42% chance to inflict 15% damage reduction Damage (Melee): 30 fire Changes stats: +6 Wil / +6 Mag Changes resistances: +9% acid Changes resistances penetration: +10% lightning Changes damage: +18% lightning / +41% physical Talent granted: +1 Command Staff Critical mult.: +34.00% Maximum mana: +110.00 Spellpower: +42 (+8 eff.) Spell crit. chance: +5% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
Belinn the dragonbone magestaff (150% power, 9 apr, fire element) Belinn the dragonbone magestaff (150% power, 9 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 physical When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +22 Defense: +11 (+3 eff.) Effects on melee hit: * 48% chance to corrode armour by 30% Damage when hit (Melee): 8 physical Changes stats: +4 Cun Changes resistances: +6% acid / +1% physical Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes damage: +40% lightning / +40% cold / +40% arcane / +40% fire Talents granted: +1 Command Staff +5 Ward Spellpower: +27 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Ce'Noldaba the Glarepower (152% power, 6 apr, fire element) Ce'Noldaba the Glarepower (152% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 152% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind Burst (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% mind / +9% fire Changes resistances penetration: +21% fire Changes damage: +15% light / +42% fire Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Lightfear (136% power, 6 apr, temporal element) Lightfear (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +16 blight / +24 light Burst (radius 2) on crit: +4 light When wielded/worn: Fatigue: -10% Effects on melee hit: * 30% chance to blind Changes stats: +2 Dex Changes resistances penetration: +15% blight Changes damage: +30% temporal Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.40 Spellpower: +33 (+6 eff.) Spell crit. chance: +28% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 0 turns. Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (136% power, 4 apr, arcane element) Lost Staff of Archmage Tarelion (136% power, 4 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Arcane Vortex (-2 turns) Ice Storm (-2 turns) Chain Lightning (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+7 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+7 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Velogarin the Darkmaim (136% power, 6 apr, lightning element) Velogarin the Darkmaim (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 darkness Burst (radius 1) on hit: +4 darkness When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 darkness / 16 arcane Changes resistances: +6% darkness / +3% blight Maximum wards: +2 lightning Changes damage: +30% lightning Talents granted: +1 Command Staff +5 Ward Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +30.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 439.43 to 527.32 lightning damage, putting all charms on cooldown for 0 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff of wizardry (111% power, 3 apr, lightning element)ash magestaff of wizardry (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +15% lightning Talent granted: +1 Command Staff Maximum mana: +36.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Velariatira' (136% power, 6 apr, temporal element) dragonbone magestaff 'Velariatira' (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 43 arcane Changes resistances: +3% acid / +6% mind / +8% arcane Changes resistances penetration: +5% mind / +15% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Physical save: +12 (+2 eff.) Blindness immunity: +30% Poison immunity: +20% Teleport immunity: +5% Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +120.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Ragykan' (136% power, 6 apr, temporal element) dragonbone starstaff 'Ragykan' (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +24 (+5 eff.) Damage (Melee): 7 % chance of confusion Changes stats: +4 Str / +6 Mag / +6 Wil Changes resistances: +6% acid / +6% fire Changes damage: +30% temporal Talent granted: +1 Command Staff Physical save: +34 (+5 eff.) Cut immunity: +10% Only die when reaching: -80.00 life Maximum mana: +110.00 Spellpower: +39 (+7 eff.) Spell crit. chance: +9% Damage Shield penetration: +45% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 439.43 to 527.32 temporal damage, putting all charms on cooldown for 0 turns. Staves designed for wielders of magic, by the greats of the art. |
Glitterhunt (161% power, 6 apr) Glitterhunt (161% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 161% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 light / +48 blight When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+1 eff.) Armour: +9 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 blight Changes damage: +12% physical Critical mult.: +12.00% Physical save: +40 (+6 eff.) One-handed war axes. |
Razorblade, the Cursed Waraxe (170% power, 16 apr) Razorblade, the Cursed Waraxe (170% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Yviwen (151% power, 6 apr) Yviwen (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * 22% chance to cause random gloom Damage (Melee): +20 blight / +25 mind When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +6 Defense: +13 (+3 eff.) Damage when hit (Melee): 8 temporal Changes stats: +9 Cun / +9 Wil Changes resistances: +12% blight / +6% temporal / +6% fire Mental save: +20 (+3 eff.) Disease immunity: +58% Disarm immunity: +50% One-handed war axes. |
Skeletal Claw (167% power, 8 apr) Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+3 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 0 power out of 20/20) : Effective talent level: 4.0 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 298.37 physical damage, and inflicting bleeding for another 149.19 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Isona the drakeskin leather belt Isona the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +15.0% Armour: +4 Effects on melee hit: * 30 arcane resource burn Changes stats: +10 Dex / +11 Cun / +5 Con / +10 Lck Changes resistances: +15% lightning / +15% temporal Changes damage: +12% physical Trap disarming bonus: +20 Stealth bonus: +14 Spell save: +9 (+1 eff.) Disease immunity: +20% Knockback immunity: +20% Stamina each turn: +0.40 Maximum life: +30.00 Mental crit. chance: +13% Infravision radius: +6 A belt that goes around your waist. |
Nerumitira the Morningworm Nerumitira the MorningwormCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +11.0% Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 24 light Changes stats: +6 Cun / +6 Dex Changes resistances penetration: +15% physical Critical mult.: +9.00% Life regen: +0.40 Only die when reaching: -100.00 life Maximum life: +30.00 Mental crit. chance: +13% Light radius: +3 A belt that goes around your waist. |
Duskbreak (3 def, 10 armour) Duskbreak (3 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +10 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +4 Wil / +4 Mag Changes resistances: +9% fire / +3% physical Changes resistances penetration: +15% darkness / +20% physical Physical save: +9 (+2 eff.) Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 558.90 cold damage and condensing the air into freezing vapors that deal 186.30 cold damage (based on Magic) each turn for 10 turns, costing 0 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Xaba the elven-silk cloak (3 def, 4 armour) Xaba the elven-silk cloak (3 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight / +15% darkness / +20% nature / +6% lightning Changes resistances penetration: +10% arcane Reduces incoming crit damage: 10.00% Physical save: +13 (+2 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +15% Disarm immunity: +15% Life regen: +2.60 Only die when reaching: -50.00 life Mental crit. chance: +8% Healing mod.: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xariamira the Stokeseam (3 def, 11 armour) Xariamira the Stokeseam (3 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Armour: +11 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 lightning / 16 fire Changes stats: +7 Str / +6 Dex / +8 Mag / +5 Wil / +14 Cun / +2 Con Changes resistances: +23% cold Changes damage: +9% fire Grants telepathy: Dragon Spell save: +13 (+1 eff.) Maximum mana: +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aduselle (11 def, 6 armour) Aduselle (11 def, 6 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Armour: +6 Defense: +11 (+3 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 8 acid Changes stats: +4 Dex / +9 Mag / +10 Con Changes resistances: +26% mind / +30% darkness Changes resistances penetration: +16% physical / +15% temporal Changes damage: +16% temporal / +20% nature / +20% physical Physical save: +16 (+3 eff.) Spell save: +19 (+2 eff.) Mental save: +40 (+6 eff.) Poison immunity: +50% Disease immunity: +50% Stamina each turn: +0.40 Healing mod.: +20% Reduces paradox anomalies(equivalent to willpower): +16 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. |
Blackbringer (5 def, 0 armour) Blackbringer (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +13 Mag / +6 Wil Changes resistances: +19% acid / +20% physical / +20% fire / +15% mind / +20% cold Changes resistances penetration: +15% physical / +15% temporal Changes damage: +12% acid / +30% physical / +3% darkness / +13% cold / +14% fire / +3% mind / +19% temporal Talent cooldown: Refit Golem (-5 turns) Silence immunity: +39% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duskwyrd (5 def, 0 armour) Duskwyrd (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 arcane Changes stats: +5 Cun / +1 Mag Changes resistances: +9% blight / +20% temporal Changes resistances penetration: +20% blight / +15% darkness / +10% arcane Changes damage: +6% acid / +20% temporal / +20% darkness / +20% light / +20% all Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +37 (+7 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 0 power out of 50/50) : Effective talent level: 1.0 Power cost: 0 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
elven-silk robe 'Loregogund' (5 def, 0 armour) elven-silk robe 'Loregogund' (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +5 Defense: +5 (+1 eff.) Damage when hit (Melee): 20 physical Changes stats: +3 Mag / +4 Wil Changes resistances: +15% darkness / +7% arcane Changes damage: +20% all Cut immunity: +15% Life regen: +0.40 Vim when firing critical spell: +4.00 Spellpower: +20 (+4 eff.) Spell 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. fearwoven elven-silk robe of power (5 def, 0 armour)fearwoven elven-silk robe of power (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances penetration: +20% darkness / +19% physical Changes damage: +20% physical / +19% darkness / +20% all Maximum hate: +15.00 Spellpower: +20 (+4 eff.) Mindpower: +10 (+2 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. spellwoven cashmere robe of power (2 def, 0 armour)spellwoven cashmere robe of power (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +14% all Spell save: +21 (+2 eff.) Spellpower: +21 (+4 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Burnwitch (0 def, 5 armour) Burnwitch (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Mag / +4 Wil / +1 Cun Changes resistances: +13% cold / +14% fire Changes resistances penetration: +20% acid Changes damage: +6% acid / +9% fire / +15% mind Critical mult.: +10.00% Spell save: +8 (+1 eff.) Equilibrium when hit: +0.12 Lowers spell cool-downs by: 10% Mindpower: +6 (+1 eff.) It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 0 turns. A pair of boots made of leather. |
Camorab the Scumbliss (0 def, 5 armour) Camorab the Scumbliss (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Wil Changes resistances penetration: +30% mind Changes damage: +15% nature / +33% arcane Psi when hit: +0.16 Maximum hate: +8.00 Mental crit. chance: +11% Heals friendly targets nearby when you use a nature summon: +50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Earysarath the pair of drakeskin leather boots (0 def, 5 armour) Earysarath the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Changes resistances penetration: +30% mind Changes damage: +9% blight Critical mult.: +10.00% Spell save: +40 (+5 eff.) Mental save: +42 (+7 eff.) Psi when hit: +0.32 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +60.00 Maximum vim: +30.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% A pair of boots made of leather. |
Lustreseam the pair of voratun boots (0 def, 5 armour) Lustreseam the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 light / 4 lightning Changes stats: +7 Mag Changes resistances: +22% darkness / +19% temporal Changes resistances penetration: +13% temporal / +13% darkness / +10% light Changes damage: +9% acid / +12% light / +9% blight Physical save: +9 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +11 (+1 eff.) Disease immunity: +40% Spellpower: +8 (+2 eff.) Defense after a teleport: +19 Resist all after a teleport: +16% New effects duration reduction after a teleport: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scaldtide (15 def, 11 armour) Scaldtide (15 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +15 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +5% Effects on melee hit: * 50% chance to blind Changes resistances: +15% blight / +23% fire / +15% cold Changes damage: +9% fire Mental save: +50 (+8 eff.) Disease immunity: +30% Confusion immunity: +20% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
Scorchspike (12 def, 15 armour) Scorchspike (12 def, 15 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 4 fire Changes stats: +10 Str / +6 Wil / +15 Con Changes resistances: +6% nature / +3% darkness Changes resistances penetration: +10% physical Changes damage: +10% physical / +9% temporal Poison immunity: +5% Stun/Freeze immunity: +15% Life regen: +4.40 Mindpower: +9 (+1 eff.) Healing mod.: +30% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 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. A pair of boots made of leather. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+1 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 0 power out of 50/50) : Effective talent level: 3.0 Power cost: 0 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 382.66 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
This item will automatically be transmogrified when you leave the level. reinforced pair of dwarven-steel boots of spellbinding (0 def, 11 armour)reinforced pair of dwarven-steel boots of spellbinding (0 def, 11 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +4 Mag Changes resistances: +11% acid / +11% fire / +10% lightning / +11% cold Spell save: +5 (+0 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. undeterred pair of hardened leather boots of uncanny dodging (6 def, 3 armour)undeterred pair of hardened leather boots of uncanny dodging (6 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +3% Silence immunity: +34% Confusion immunity: +34% Stun/Freeze immunity: +38% A pair of boots made of leather. |
Daimyhor the voratun gauntlets (0 def, 5 armour) Daimyhor the voratun gauntlets (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +5 Damage when hit (Melee): 4 physical Changes stats: +2 Str / +9 Dex / +12 Mag / +13 Cun Changes resistances: +3% acid / +8% light / +10% darkness Changes damage: +9% arcane Physical save: +30 (+5 eff.) Stamina each turn: +0.80 Maximum life: +10.00 Maximum stamina: +20.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +19 arcane Burst (radius 2) on crit: +47 light / +50 darkness / +27 arcane It can be used to activate talent Steady Shot, placing all other charms into a 0 cooldown : Effective talent level: 3.9 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 60% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 0 power out of 30/30) : Effective talent level: 5.2 Power cost: 0 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 145.41 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Yarolathagar the Gleamwoe (0 def, 3 armour) Yarolathagar the Gleamwoe (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Fatigue: -6% Changes stats: +8 Str / +4 Dex / +5 Wil / +5 Con Changes resistances: +17% blight / +20% arcane / +12% light / +20% darkness Damage affinity(heal): +15% nature Talent masteries: +0.20 Technique / Grappling +0.20 Wild-gift / Antimagic Physical save: +10 (+2 eff.) Spell save: +23 (+3 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +100% When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Aerokira' (0 def, 9 armour) voratun gauntlets 'Aerokira' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +15 Armour: +9 Damage (Melee): 13 temporal Damage (Ranged): 20 temporal Damage when hit (Melee): 8 mind Changes stats: +5 Str / +14 Dex / +12 Cun Changes resistances: +12% blight / +15% temporal Changes damage: +11% temporal Grants telepathy: Humanoid/Orc Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 10.00% Physical save: +21 (+3 eff.) Blindness immunity: +25% Disarm immunity: +5% Stun/Freeze immunity: +5% Only die when reaching: -20.00 life When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +25 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 14% chance to gain 10% of a turn (3/turn limit) * 60% chance to corrode armour by 30% It can be used to activate talent Steady Shot, placing all other charms into a 0 cooldown : Effective talent level: 3.9 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Lavareek' (0 def, 3 armour) voratun gauntlets 'Lavareek' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +16 (+1 eff.) Armour: +3 Changes stats: +5 Str Changes resistances penetration: +20% fire Changes damage: +6% acid / +9% physical Life regen: +0.80 Maximum life: +20.00 When used to modify unarmed attacks: Power: 151% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 83% Damage Shield penetration (this weapon only): +50% Damage (Melee): +28 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Beloyara the voratun helm (0 def, 11 armour) Beloyara the voratun helm (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Damage when hit (Melee): 16 blight / 8 physical Changes stats: +5 Str / +4 Dex / +3 Con Changes resistances: +15% lightning / +14% temporal Mental save: +49 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Spell crit. chance: +4% Infravision radius: +7 It can be used to activate talent Skullcracker, placing all other charms into a 0 cooldown : Effective talent level: 3.9 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1059.3 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Natira the Wildwish (3 def, 0 armour) Ce'Natira the Wildwish (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +5% lightning / +5% temporal / +5% light / +5% fire / +12% nature / +6% acid / +5% blight / +5% cold / +3% mind / +5% darkness Changes resistances penetration: +5% nature / +10% mind Mana each turn: +0.16 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mindpower: +4 (+0 eff.) A pointy cloth hat, very wizardly... |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. This item has been sent to the Item's Vault. |
Duraharasin (13 def, 5 armour) Duraharasin (13 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Defense: +13 (+3 eff.) Ranged Defense: +13 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +9 Str / +14 Wil Changes resistances: +14% blight Changes resistances penetration: +15% physical Mental save: +30 (+5 eff.) Maximum life: +40.00 Light radius: +6 Infravision radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 0 cooldown : Effective talent level: 3.9 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1059.3 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Kheliran the elven-silk wizard hat (3 def, 0 armour) Kheliran the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Wil Changes resistances: +20% physical / +13% darkness / +20% mind Changes damage: +32% temporal / +15% light / +32% darkness / +20% mind / +29% physical Reduces incoming crit damage: 17.00% Spell save: +6 (+0 eff.) Maximum hate: +14.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Infravision radius: +3 A pointy cloth hat, very wizardly... |
Nightmaster (3 def, 6 armour) Nightmaster (3 def, 6 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 temporal Changes stats: +7 Mag / +14 Wil / +7 Cun / +6 Con Changes resistances: +9% temporal Changes resistances penetration: +10% temporal / +30% darkness / +15% light Changes damage: +12% light Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Stone Wall, placing all other charms into a 0 cooldown : Effective talent level: 1.4 Power cost: 0 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 263.73 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+4 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 0 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level. Scaldblur the drakeskin leather cap (0 def, 5 armour)Scaldblur the drakeskin leather cap (0 def, 5 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 temporal Changes stats: +6 Mag / +8 Wil / +6 Cun / +10 Con Changes resistances: +15% acid / +11% fire / +15% lightning / +15% cold Changes resistances penetration: +10% fire Changes damage: +20% blight / +20% arcane Grants telepathy: Dragon Equilibrium when hit: +0.12 Psi when hit: +0.08 Spell crit. chance: +5% Mindpower: +8 (+1 eff.) A cap made of leather. |
elven-silk wizard hat 'Cinderstar' (3 def, 0 armour) elven-silk wizard hat 'Cinderstar' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight / 8 fire Changes stats: +7 Wil / +6 Mag Changes damage: +9% temporal / +13% light / +14% darkness / +9% blight / +20% arcane / +9% mind / +15% physical Mental save: +9 (+1 eff.) Maximum mana: +97.00 Maximum hate: +10.00 Spellpower: +6 (+1 eff.) Mindpower: +8 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Lisydathra' (3 def, 0 armour) elven-silk wizard hat 'Lisydathra' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 28 blight Changes stats: +4 Mag Changes resistances: +27% fire Changes resistances penetration: +30% blight / +25% temporal Changes damage: +15% arcane / +18% fire Mana each turn: +0.32 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +16 Spellpower: +12 (+3 eff.) A pointy cloth hat, very wizardly... |
voratun helm 'Cinderbrace' (7 def, 14 armour) voratun helm 'Cinderbrace' (7 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +12 Str / +12 Dex / +3 Mag / +7 Con Changes resistances: +3% temporal / +20% darkness / +20% light / +6% mind / +7% all Changes damage: +12% fire Physical save: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Samilach' (12 def, 5 armour) voratun helm 'Samilach' (12 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +8 Dex / +2 Mag / +2 Wil / +10 Cun Changes resistances: +6% light / +9% fire / +6% nature / +9% cold Physical save: +20 (+3 eff.) Spell save: +10 (+1 eff.) Light radius: +4 Infravision radius: +1 See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Vilewisp the voratun mail armour (14 def, 10 armour) Vilewisp the voratun mail armour (14 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Physical power: +25 (+2 eff.) Armour: +10 Defense: +14 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes stats: +18 Str / +4 Dex / +10 Mag / +10 Wil / +7 Con Changes resistances: +20% lightning / +30% acid Reduces incoming crit damage: 20.00% Blindness immunity: +5% Maximum life: +120.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +10% Mindpower: +25 (+4 eff.) Mental crit. chance: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
voratun mail armour 'Glareravager' (18 def, 29 armour) voratun mail armour 'Glareravager' (18 def, 29 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +29 Defense: +18 (+4 eff.) Fatigue: +7% Changes stats: +6 Cun Changes resistances: +3% temporal / +10% mind / +6% arcane Changes damage: +3% light / +6% lightning Physical save: +13 (+2 eff.) Spell save: +51 (+6 eff.) Mental save: +49 (+8 eff.) Light radius: +3 A suit of armour made of mail. |
Brandpeal the drakeskin leather armour (30 def, 16 armour) Brandpeal the drakeskin leather armour (30 def, 16 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +9.0% Armour: +16 Defense: +30 (+6 eff.) Fatigue: +8% Changes stats: +10 Cun / +10 Dex Changes resistances: +9% lightning / +18% light / +3% blight / +3% fire / +10% mind Changes damage: +6% fire Spell save: +6 (+0 eff.) Mental save: +23 (+3 eff.) Stamina each turn: +1.50 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 0 cooldown : Effective talent level: 3.9 Power cost: 0 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 398 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Camoharathel the Nimbusslice (12 def, 8 armour) Camoharathel the Nimbusslice (12 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 acid / 9 fire Damage when hit (Melee): 13 acid / 12 fire Changes stats: +8 Str / +4 Dex Changes resistances: +18% acid / +12% physical / +13% darkness / +20% fire / +6% lightning / +6% temporal Changes resistances penetration: +20% lightning / +5% temporal Changes damage: +9% lightning Light radius: +2 Movement speed: +20% It can be used to activate talent Track, placing all other charms into a 0 cooldown : Effective talent level: 2.6 Power cost: 0 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 59, based on Cunning and Magic) for 10 turns, costing 0 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 0 power out of 12/12) : Effective talent level: 5.0 Power cost: 0 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 402.59 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 0 power out of 16/16) : Effective talent level: 4.0 Power cost: 0 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 369.13 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Shimmerravager the drakeskin leather armour (5 def, 20 armour) Shimmerravager the drakeskin leather armour (5 def, 20 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +20 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Cun / +8 Wil Changes resistances: +15% acid / +6% darkness / +11% cold / +27% fire / +8% arcane / +9% lightning Changes resistances penetration: +15% physical Changes damage: +6% physical Allows you to breathe in: water Mental save: +24 (+4 eff.) Stamina each turn: +0.60 Healing mod.: +15% A suit of armour made of leather. |
drakeskin leather armour 'Isoranor' (30 def, 8 armour) drakeskin leather armour 'Isoranor' (30 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +17 Physical crit. chance: +10.0% Armour: +8 Defense: +30 (+6 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +9 Cun / +9 Wil Changes resistances: +3% lightning / +29% cold / +6% mind Changes damage: +18% acid Spell save: +30 (+3 eff.) Mental save: +23 (+3 eff.) Stamina each turn: +1.50 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 0 cooldown : Effective talent level: 3.9 Power cost: 0 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 398 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. duelist's reinforced leather armour of fire resistance (13 def, 16 armour)duelist's reinforced leather armour of fire resistance (13 def, 16 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Dex Changes resistances: +27% fire A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+2 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 825.05 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 0 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Plate Armor of the King (15 def, 30 armour) Plate Armor of the King (15 def, 30 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Defense: +15 (+3 eff.) Fatigue: +26% Changes stats: +9 Wil Changes resistances: +25% acid / +25% darkness / +25% blight / +25% fire / +10% arcane Physical save: +15 (+2 eff.) Spell save: +25 (+3 eff.) Mental save: +25 (+4 eff.) Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. This item has been sent to the Item's Vault. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+5 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+2 eff.) Spell save: +25 (+3 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 0 power out of 15/15) : Effective talent level: 3.0 Power cost: 0 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Firewrecker the voratun shield (12 def, 3 armour, 100% power, 199 block) Firewrecker the voratun shield (12 def, 3 armour, 100% power, 199 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 185% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +199 On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +60% Damage (Melee): +19 light When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 35% chance to cause random gloom * 37% chance to blind Damage when hit (Melee): 16 blight / 8 mind Changes stats: +6 Con / +6 Mag Changes resistances: +19% light / +3% acid Changes resistances penetration: +10% fire Talent granted: +5 Block Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Handheld deflection devices. |
Flashwish (12 def, 3 armour, 100% power, 184 block) Flashwish (12 def, 3 armour, 100% power, 184 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +184 Damage (Melee): +18 nature When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 15 nature Changes stats: +3 Mag / +12 Wil Changes resistances: +13% acid / +12% lightning / +40% blight / +12% fire / +40% nature / +12% cold Changes resistances penetration: +5% temporal Changes damage: +12% temporal Talent granted: +5 Block Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +109.00 Handheld deflection devices. |
Gerin (15 def, 15 armour, 100% power, 251 block) Gerin (15 def, 15 armour, 100% power, 251 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +251 Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 fire Burst (radius 2) on crit: +35 light / +40 darkness Damage against: +15% Dragon When wielded/worn: Armour: +15 Defense: +15 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 40 fire Changes stats: +6 Str / +3 Dex Changes resistances: +3% physical / +12% light / +19% fire / +7% arcane / +15% darkness Changes resistances penetration: +30% arcane Changes damage: +6% blight Talent granted: +5 Block Spell save: +10 (+1 eff.) Maximum mana: +60.00 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Lunar Shield (12 def, 7 armour, 100% power, 250 block) Lunar Shield (12 def, 7 armour, 100% power, 250 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 156% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+2 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Piercing Gaze (5 def, 25 armour, 100% power, 180 block) Piercing Gaze (5 def, 25 armour, 100% power, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Shieldsmaiden (5 def, 20 armour, 100% power, 150 block) Shieldsmaiden (5 def, 20 armour, 100% power, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Ice Accuracy bonus: +2.5% procs dam / acc Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Splendournail the voratun shield (12 def, 15 armour, 100% power, 307.5 block) Splendournail the voratun shield (12 def, 15 armour, 100% power, 307.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +308 On weapon hit: * Slows global speed by 57% * reduce the cooldown of your ward talent by 1 Damage (Melee): +20 fire Burst (radius 1) on hit: +12 mind When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 36 fire Changes stats: +6 Str / +7 Con Changes resistances: +20% fire / +2% physical Maximum wards: +6 lightning / +6 temporal / +5 blight / +6 fire / +6 cold Changes damage: +3% light Talents granted: +5 Block +1 Ward Physical save: +15 (+2 eff.) Mental save: +3 (+0 eff.) Confusion immunity: +10% Teleport immunity: +10% Only die when reaching: -60.00 life Light radius: +1 Handheld deflection devices. |
Sunwither (12 def, 11 armour, 100% power, 203.5 block) Sunwither (12 def, 11 armour, 100% power, 203.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +204 On weapon hit: * 20% chance to blind * deal bonus physical damage equal to your armor When wielded/worn: Armour: +11 Armour Hardiness: +8% Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun Changes resistances: +6% acid / +15% physical / +25% fire / +9% lightning / +11% cold Changes resistances penetration: +10% mind Talent granted: +5 Block Maximum hate: +4.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. crackling stralite shield of physical resistance (+18%) (10 def, 2 armour, 100% power, 142.5 block)crackling stralite shield of physical resistance (+18%) (10 def, 2 armour, 100% power, 142.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +142 Damage (Melee): +18 lightning When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to daze at end of turn Changes stats: +5 Dex Changes resistances: +18% lightning / +18% physical Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of radiance (4 def, 2 armour, 100% power, 17.5 block)iron shield of radiance (4 def, 2 armour, 100% power, 17.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 95% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 Damage (Melee): +12 light When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 15% chance to blind Changes stats: +2 Mag / +4 Con Changes resistances: +12% light Talent granted: +1 Block Handheld deflection devices. |
Quiver of Domination (13/20, 127% power, 8 apr) Quiver of Domination (13/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 60% Wil, 50% Str, 50% Mag, 60% Dex Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Void Quiver (0/0, 156% power, 30 apr) Void Quiver (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 50% Str, 60% Mag, 70% Dex Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
quiver of dragonbone arrows 'Blazegrind' (21/21, 167% power, 18 apr) quiver of dragonbone arrows 'Blazegrind' (21/21, 167% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 55% chance to blind * 55% chance to disease On weapon crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing Damage (Ranged): +8 light / +12 fire / +30 bleed / +32 mind Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +8 blight / +16 mind / +16 light Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Charhack' (21/21, 165% power, 18 apr) quiver of dragonbone arrows 'Charhack' (21/21, 165% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 9% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion Damage (Ranged): +20 fire / +13 temporal / +4 arcane Burst (radius 1) on hit: +8 arcane / +31 fire Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Flashtorrent' (21/21, 165% power, 18 apr) quiver of dragonbone arrows 'Flashtorrent' (21/21, 165% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Light Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 57% chance to blind Damage (Ranged): +16 mind / +8 nature / +8 light Burst (radius 1) on hit: +38 fire / +40 light / +12 mind Burst (radius 2) on crit: +36 mind Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Lightningbliss' (23/23, 166% power, 18 apr) quiver of dragonbone arrows 'Lightningbliss' (23/23, 166% power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 62% chance to daze at end of turn * Slows global speed by 60% * 62% chance to blind Damage (Ranged): +20 lightning / +45 cold Burst (radius 1) on hit: +12 lightning / +28 light / +12 nature Burst (radius 2) on crit: +16 nature / +23 cold Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
539 alchemist agate 539 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
9 aquamarine 9 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. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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. |
27 sapphire 27 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Pitchwild' (dig speed 18 turns) voratun pickaxe 'Pitchwild' (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +17.0% Physical power: +10 (+1 eff.) Armour: +9 Effects on melee hit: * 49% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness / 12 physical Changes stats: +13 Str / +10 Wil / +3 Con Changes damage: +12% darkness Critical mult.: +12.00% Physical save: +30 (+5 eff.) Only die when reaching: -40.00 life Maximum life: +20.00 Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 0 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
24 jade 24 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
32 turquoise 32 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
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 (182 power, based on Willpower), costing 0 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Belireth' dwarven lantern 'Belireth'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 16 blight Changes stats: +8 Mag Physical save: +6 (+1 eff.) Mental save: +10 (+1 eff.) Silence immunity: +20% Mana when firing critical spell: +2.00 Only die when reaching: -60.00 life Spellpower: +30 (+6 eff.) Light radius: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Zathel' dwarven lantern 'Zathel'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 24 mind Changes resistances: +12% acid Physical save: +9 (+2 eff.) Spell save: +9 (+1 eff.) Mental save: +40 (+6 eff.) Blindness immunity: +15% Poison immunity: +25% Silence immunity: +15% Disarm immunity: +40% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 0 power out of 25/25) : Effective talent level: 5.0 Power cost: 0 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +0% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 0 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 0 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 0 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 0 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 0 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 0 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 0 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
17 bloodstone 17 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal 16 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 garnet 23 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 ruby 23 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (0/0) Rod of Annulment (0/0)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 0 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Beluda the Flowerreek (18/44, 178% power, 10 apr) Beluda the Flowerreek (18/44, 178% power, 10 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 178% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Capacity: 44 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease * Slows global speed by 40% * 10% chance to knock the target back Damage (Ranged): +41 physical / +12 arcane / +11 blight / +4 fire / +16 nature Burst (radius 1) on hit: +16 nature Shots are used with slings to pummel your foes to death. |
Halydunahir the Demonbloom (20/20, 164% power, 6 apr) Halydunahir the Demonbloom (20/20, 164% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +21.0% Capacity: 20 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to inflict 15% damage reduction On weapon crit: * cripple the target Damage (Ranged): +37 darkness Burst (radius 1) on hit: +8 darkness / +24 mind / +24 arcane Damage against: +18% Living Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 139% power, 15 apr) Star Shot (20/20, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
This item will automatically be transmogrified when you leave the level. elemental pouch of steel shots of amnesia (15/15, 121% power, 2 apr)elemental pouch of steel shots of amnesia (15/15, 121% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
hateful pouch of voratun shots of crippling (22/22, 167% power, 6 apr) hateful pouch of voratun shots of crippling (22/22, 167% power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +17.0% Capacity: 22 On weapon crit: * cripple the target Damage (Ranged): +30 darkness Damage against: +18% Living Shots are used with slings to pummel your foes to death. |
Sparkzephyr [power 139] (0 cooldown) Sparkzephyr [power 139] (0 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 28 blight Changes stats: +7 Str / +2 Dex Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +9% blight Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +4 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 139 for 7 turns, putting all charms on cooldown for 0 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 0 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of cure ailments 'Chargeoblivion' [power 5] (0 cooldown) dragonbone totem of cure ailments 'Chargeoblivion' [power 5] (0 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +6% lightning / +6% light / +3% darkness Maximum wards: +5 acid / +5 nature / +5 light Talent cooldown: Lay Web (-1 turn) Talents granted: +5 Lay Web +1 Ward Mental save: +9 (+1 eff.) Confusion immunity: +20% Knockback immunity: +20% Only die when reaching: -40.00 life It can be used to remove up to 5 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 0 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Blastspiker the dragonbone wand of conjuration [power 481] (0 cooldown) Blastspiker the dragonbone wand of conjuration [power 481] (0 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +4 (+0 eff.) Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +3 Str Physical save: +20 (+3 eff.) Maximum life: +20.00 It can be used to fire a bolt of a random element with (base) damage 240 to 481, putting all charms on cooldown for 0 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Firespitter the dragonbone wand of conjuration [power 535] (0 cooldown) Firespitter the dragonbone wand of conjuration [power 535] (0 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 52% chance to corrode armour by 30% Changes resistances penetration: +10% acid / +15% fire Talent cooldown: Strike (-1 turn) Talent granted: +4 Strike Spell save: +20 (+2 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+1 eff.) Damage Shield penetration: +20% It can be used to fire a bolt of a random element with (base) damage 268 to 535, putting all charms on cooldown for 0 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Iviseda the dragonbone wand of conjuration [power 535] (0 cooldown) Iviseda the dragonbone wand of conjuration [power 535] (0 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind / 8 acid Changes resistances: +9% mind / +18% acid Changes damage: +21% mind Talent cooldown: Strike (-2 turns) Talent granted: +8 Strike It can be used to fire a bolt of a random element with (base) damage 268 to 535, putting all charms on cooldown for 0 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 452.74 temporal and 293.88 darkness damage (based on Magic), costing 0 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
void dragonbone wand of clairvoyance [power 16] (0 cooldown) void dragonbone wand of clairvoyance [power 16] (0 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +3 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 16, power 103 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 0 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
16 diamond 16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 pearl 22 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 amber 17 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 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. |
12 citrine 12 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. |
17 zircon 17 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
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Geliwin the Higher Arcane Blade level 15
4th Mirth 122nd year of Ascendancy at 23:39 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Geliwin the Higher Arcane Blade level 50
30th Dusk 122nd year of Ascendancy at 10:13 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Geliwin the Higher Arcane Blade level 65
53rd Dusk 122nd year of Ascendancy at 15:08 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Geliwin the Higher Arcane Blade level 21
2nd Summertide 122nd year of Ascendancy at 13:11 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Geliwin the Higher Arcane Blade level 24
3rd Flare 122nd year of Ascendancy at 22:18 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 17
7th Mirth 122nd year of Ascendancy at 19:39 see stats
Infinite x100 (Nightmare (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 81
76th Dusk 122nd year of Ascendancy at 02:36 see stats
Infinite x150 (Nightmare (Adventure) difficulty)
Got to level 150 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 109
34th Haze 122nd year of Ascendancy at 13:16 see stats
Infinite x20 (Nightmare (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 24
5th Flare 122nd year of Ascendancy at 08:11 see stats
Infinite x30 (Nightmare (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 33
7th Dusk 122nd year of Ascendancy at 16:54 see stats
Infinite x40 (Nightmare (Adventure) difficulty)
Got to level 40 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 40
17th Dusk 122nd year of Ascendancy at 17:17 see stats
Infinite x50 (Nightmare (Adventure) difficulty)
Got to level 50 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 45
24th Dusk 122nd year of Ascendancy at 14:14 see stats
Infinite x60 (Nightmare (Adventure) difficulty)
Got to level 60 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 52
34th Dusk 122nd year of Ascendancy at 21:24 see stats
Infinite x70 (Nightmare (Adventure) difficulty)
Got to level 70 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 58
43rd Dusk 122nd year of Ascendancy at 04:59 see stats
Infinite x80 (Nightmare (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 65
54th Dusk 122nd year of Ascendancy at 04:48 see stats
Infinite x90 (Nightmare (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By Geliwin the Higher Arcane Blade level 73
64th Dusk 122nd year of Ascendancy at 23:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Geliwin the Higher Arcane Blade level 10
79th Pyre 122nd year of Ascendancy at 13:57 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Geliwin the Higher Arcane Blade level 20
10th Mirth 122nd year of Ascendancy at 13:37 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Geliwin the Higher Arcane Blade level 30
3rd Dusk 122nd year of Ascendancy at 05:51 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Geliwin the Higher Arcane Blade level 40
16th Dusk 122nd year of Ascendancy at 06:32 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Geliwin the Higher Arcane Blade level 50
29th Dusk 122nd year of Ascendancy at 17:14 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Geliwin the Higher Arcane Blade level 34
10th Dusk 122nd year of Ascendancy at 18:14 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Geliwin the Higher Arcane Blade level 15
5th Mirth 122nd year of Ascendancy at 17:34 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Geliwin the Higher Arcane Blade level 28
10th Flare 122nd year of Ascendancy at 02:25 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Geliwin the Higher Arcane Blade level 2
74th Pyre 122nd year of Ascendancy at 14:53 see stats
The Old Ones (Nightmare (Adventure) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Geliwin the Higher Arcane Blade level 62
48th Dusk 122nd year of Ascendancy at 00:17 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Geliwin the Higher Arcane Blade level 30
4th Dusk 122nd year of Ascendancy at 13:24 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Geliwin the Higher Arcane Blade level 33
7th Dusk 122nd year of Ascendancy at 18:55 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Geliwin the Higher Arcane Blade level 19
10th Mirth 122nd year of Ascendancy at 06:22 see stats
Log
Geliwin casts Rune: Vision.
Geliwin's eyes tingle.
Talent Rune: Manasurge is ready to use.
Geliwin casts Rune: Manasurge.
Geliwin starts to surge mana.
Talent Rune: Vision is ready to use.
Geliwin's eyes tingle no more.
Geliwin stops surging mana.
Geliwin casts Rune: Vision.
Geliwin's eyes tingle.
There is a next level here (press '' or right click to use).
Ran for 54 turns (stop reason: at exit).
There is nowhere left to explore.
Geliwin deactivates Feather Wind.
Geliwin's eyes tingle no more.
Geliwin deactivates Inner Power.
Geliwin deactivates Precise Strikes.
Geliwin deactivates Arcane Shield.
Geliwin deactivates Arcane Feed.
Geliwin deactivates Shattering Impact.
Geliwin deactivates Stone Skin.
Geliwin deactivates Crystalline Focus.
Geliwin deactivates Chant of Fortitude.
Geliwin deactivates Shielding.
Geliwin deactivates Psiblades.
Geliwin deactivates Fiery Hands.
Geliwin deactivates Arcane Combat.
Geliwin deactivates Shock Hands.
Geliwin deactivates Lacerating Strikes.
