Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.2.4Official 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:
No Encumbrance 1.0.4This addon permanently sets the player's current encumbrance to zero. Please let me know if there are any issues. Items Vault 1.3.0Donators/Buyers bonus! Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Higher |
Class | Adventurer |
Level / Exp | 31 / 3% |
Size | big |
Lifes / Deaths | Killed by guardian of reality at level 4 on the 75th Pyre 122nd year of Ascendancy at 14:56 9999 / 11Killed by guardian of reality at level 4 on the 75th Pyre 122nd year of Ascendancy at 15:03 Killed by guardian of reality at level 4 on the 75th Pyre 122nd year of Ascendancy at 15:09 Killed by guardian of reality at level 4 on the 75th Pyre 122nd year of Ascendancy at 15:17 Killed by guardian of reality at level 4 on the 75th Pyre 122nd year of Ascendancy at 15:30 Killed by guardian of reality at level 4 on the 75th Pyre 122nd year of Ascendancy at 15:40 Killed by guardian of reality at level 4 on the 75th Pyre 122nd year of Ascendancy at 15:49 Killed by guardian of reality at level 4 on the 75th Pyre 122nd year of Ascendancy at 15:53 Killed by guardian of reality at level 4 on the 75th Pyre 122nd year of Ascendancy at 16:09 Killed by guardian of reality at level 5 on the 75th Pyre 122nd year of Ascendancy at 16:40 Killed by guardian of reality at level 5 on the 75th Pyre 122nd year of Ascendancy at 17:14 |
Antimagic | Follower |
Primary Stats
Strength | 91 (base 42) |
Dexterity | 58 (base 42) |
Constitution | 83 (base 42) |
Magic | 43 (base 42) |
Willpower | 68 (base 42) |
Cunning | 79 (base 42) |
Resources
Mana | 1290/1290 |
Negative | 266/650 |
Life | 1284/1284 |
Souls | 50/50 |
Paradox | 300 |
Hate | 150/150 |
Psi | 1072/1072 |
Vim | 511/511 |
Equilibrium | 0 |
Positive | 266/650 |
Stamina | 1095/1095 |
Psi_feedback | 0/150 |
Healing Factor | 1.6 |
Regeneration | 47.02375255906 |
Speed
Mental | +16.9935105999% |
Attack | +16.9935105999% |
Movement | +236.5299166991% |
Spell | 0% |
Global | +153.72% |
Vision
Sight | 17 |
Lite | 8 |
Infravision | 15 |
See Stealth | 25.478896587731 |
See Invisible | 28.478896587731 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 158 |
Accuracy | 83 |
Crit Chance | 125% |
APR | 59 |
Speed | 0.68 |
Offense: Spell
Spellpower | 75.138866490944 |
Crit Chance | 74% |
Speed | 1 |
Offense: Mind
Mindpower | 59.051937984496 |
Crit Chance | 44% |
Speed | 0.85474826327748 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 37 (79.384615384615%) |
Defense | 62.313663598906 |
Ranged Defense | 62.313663598906 |
Fatigue | 0 |
Physical Save | 48.633333333333 |
Spell Save | 48.633333333333 |
Mental Save | 48.633333333333 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Bleed Resistance | 85% |
Confusion Resistance | 100% |
Fear Resistance | 69% |
Knockback Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 17 for 9 turns. While Heroism is active, you will only die when reaching -625 life. However, when below 0 you cannot see how much life you have left. 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 6 turns. |
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 80 and cleanse 1 wound and poison effect. |
Class Talents
Celestial / Sun | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Temporal Guardian | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Two-handed assault | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Charged mastery | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Called Shots | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Slime | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed weapons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Buckler Training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery excellence | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Twilight | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Earth | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Timeline Threading | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Battle tactics | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Crusader | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Oozing blades | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Matter | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Poisons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Vim | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Higher draconic abilities | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Scourge | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Demonic pact | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Speed Control | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Circles | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Heart of Fire | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Summoning (melee) | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Fearfire | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Kinetic mastery | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Spellblaze | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Archery training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Gravity | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Phantasm | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Reaving combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom shield | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Infernal combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Dual techniques | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual weapons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced necrotic minions | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Lethality | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Discharge | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery - bows | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Thought-Forms | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Solipsism | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Slumber | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Golemancy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Psychic Assault | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Nightmare | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Smith | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Distortion | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Moss | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Flux | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Voracity | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Timetravel | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Focus | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Projection | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Cold drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Corrosive blades | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Spellbinding | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Archery prowess | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thermal mastery | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Glyphs | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Threaded Combat | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Bow Threading | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Augmented striking | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Cursed / Punishments | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Darkness | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Fire alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Absorption | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Finishing moves | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Endless hunt | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Grappling | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed discipline | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Stasis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Tactical | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Eyal's fury | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Celestial / Guardian | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Skirmisher - Slings | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic minions | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Fire | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Summoning (distance) | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Storm drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Shadow magic | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Spacetime Folding | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Archery - slings | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Acid alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Shadows | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Blade Threading | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Enhancement | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Eclipse | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Magical combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Energy alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Ooze | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Doom covenant | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Force of will | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Light | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Conveyance | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Dream Forge | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Mindstar mastery | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Gestures | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Curses | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Mentalism | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Torment | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Thuggery | 2.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Fate Weaving | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Energy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Oppression | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Antimagic | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Dreaming | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Conditioning | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Mobility | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Scoundrel | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Dark sustenance | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Acrobatics | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
beneficial effect | The target is moving is 142% faster. 3 Celerity |
beneficial effect | Countering melee attacks: Has a 66% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+54% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the worried loremaster from death by copperhead snake. Escort: worried loremaster (level 3 of Trollmire) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | hateful quiver of elm arrows (17/17, 140% power, 5 apr) hateful quiver of elm arrows (17/17, 140% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Damage (Ranged): +8 darkness Damage against: +6% Living Arrows are used with bows to pierce your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (124 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +12 (+4 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Sparkedge (dig speed 24 turns) Sparkedge (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +6 Cun / +2 Str Changes resistances: +3% lightning Hate when firing a critical mind attack: +1.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+0 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | rogue's gold ring of fire (+22%) rogue's gold ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
Around waist | monstrous hardened leather belt of burglary monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +3 Str / +4 Dex / +5 Cun / +5 Con / +7 Lck Trap disarming bonus: +10 Stealth bonus: +7 Physical save: +8 (+0 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
In main hand | Alodig AlodigRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +6 (+1 eff.) Changes stats: +2 Str Changes damage: +3% physical Light radius: +3 See invisible: +3 Longbows are used to shoot arrows at your foes. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 4 power out of 24/24) : Effective talent level: 3.0 Power cost: 4 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 88.12 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 8 power out of 50/50) : Effective talent level: 2.0 Power cost: 8 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 69.23 to 207.70 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloak | Arelle (1 def, 0 armour) Arelle (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +2 Dex Critical mult.: +5.00% Stamina each turn: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Adatira AdatiraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 4 mind Changes resistances penetration: +10% blight / +5% mind Grants telepathy: Humanoid/Orc Life regen: +1.30 Mental crit. chance: +1% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion (heal 20) healing infusion (heal 20)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 20 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 161) healing infusion of the duelist (heal 161)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 and cleanse 1 wound and poison effect. 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. |
healing infusion of the wizard (heal 138) healing infusion of the wizard (heal 138)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 8 turns, die at -300) heroism infusion (+5 for 8 turns, die at -300)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 5 for 8 turns. While Heroism is active, you will only die when reaching -300 life. However, when below 0 you cannot see how much life you have left. 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. 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. |
heroism infusion (+6 for 7 turns, die at -227) heroism infusion (+6 for 7 turns, die at -227)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 6 for 7 turns. While Heroism is active, you will only die when reaching -227 life. However, when below 0 you cannot see how much life you have left. 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. 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. |
heroism infusion (+5 for 9 turns, die at -210) heroism infusion (+5 for 9 turns, die at -210)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 5 for 9 turns. While Heroism is active, you will only die when reaching -210 life. However, when below 0 you cannot see how much life you have left. 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. 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. |
heroism infusion (+5 for 7 turns, die at -202) heroism infusion (+5 for 7 turns, die at -202)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 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 5 for 7 turns. While Heroism is active, you will only die when reaching -202 life. However, when below 0 you cannot see how much life you have left. 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. 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. |
insidious poison infusion (13 nature damage, 41% healing reduction) insidious poison infusion (13 nature damage, 41% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 12.86 nature damage per turn for 7 turns, and reducing the target's healing received by 41%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (29 nature damage, 24% healing reduction) insidious poison infusion (29 nature damage, 24% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 28.97 nature damage per turn for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (32 nature damage, 22% healing reduction) insidious poison infusion of the duelist (32 nature damage, 22% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.89 nature damage per turn for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
insidious poison infusion of the sneak (44 nature damage, 27% healing reduction) insidious poison infusion of the sneak (44 nature damage, 27% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 43.89 nature damage per turn for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the sneak (39 nature damage, 20% healing reduction) insidious poison infusion of the sneak (39 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 39.09 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (46 nature damage, 20% healing reduction) insidious poison infusion of the titan (46 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 45.94 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the wizard (37 nature damage, 21% healing reduction) insidious poison infusion of the wizard (37 nature damage, 21% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 37.37 nature damage per turn for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (474% speed; 5 turns) movement infusion of the wizard (474% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 474% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 91 over 5 turns) regeneration infusion (heal 91 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 91 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 132 over 5 turns) regeneration infusion (heal 132 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 132 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 60 over 5 turns) regeneration infusion (heal 60 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 345 over 5 turns) regeneration infusion of the psychic (heal 345 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Willpower 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. |
regeneration infusion of the titan (heal 342 over 5 turns) regeneration infusion of the titan (heal 342 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 350 over 5 turns) regeneration infusion of the wizard (heal 350 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 241 over 5 turns) regeneration infusion of the wizard (heal 241 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 241 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 21; turns 4; dispells darkness) sun infusion (rad 6; power 21; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 20; turns 4; dispells darkness) sun infusion (rad 6; power 20; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 20; turns 3; dispells darkness) sun infusion (rad 7; power 20; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 5; power 20; turns 3; dispells darkness) sun infusion (rad 5; power 20; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 5; power 20; turns 4; dispells darkness) sun infusion (rad 5; power 20; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 6; power 54; turns 3; dispells darkness) sun infusion of the psychic (rad 6; power 54; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 54) for 3 turns. Its effects scale with your Willpower 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. |
sun infusion of the titan (rad 6; power 60; turns 3; dispells darkness) sun infusion of the titan (rad 6; power 60; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 60) for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 5; power 44; turns 4; dispells darkness) sun infusion of the wizard (rad 5; power 44; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 44) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 16%; cure physical) wild infusion (resist 16%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 14%; cure mental) wild infusion (resist 14%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure physical) wild infusion (resist 12%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure mental, magical) wild infusion (resist 10%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 25%; cure magical) wild infusion of the sneak (resist 25%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 23%; cure mental) wild infusion of the titan (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 32%; cure magical, physical) wild infusion of the warrior (resist 32%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 315 for 5 turns) Rune of Reflection (absorb and reflect 315 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 315 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (422.00 temporal damage, removed from time 4 turns) Rune of the Rift (422.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 422.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (271 acid damage; dur 5; apply 21) acid wave rune (271 acid damage; dur 5; apply 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 270.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (44 acid damage; dur 5; apply 21) acid wave rune (44 acid damage; dur 5; apply 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 44.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (128 acid damage; dur 5; apply 20) acid wave rune (128 acid damage; dur 5; apply 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 127.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 20. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (125 acid damage; dur 5; apply 21) acid wave rune (125 acid damage; dur 5; apply 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 125.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (121 acid damage; dur 5; apply 50) acid wave rune of the duelist (121 acid damage; dur 5; apply 50)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 120.56 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 50. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (226 acid damage; dur 5; apply 63) acid wave rune of the warrior (226 acid damage; dur 5; apply 63)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 225.72 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 63. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (45 cold damage; 20 apply power) biting gale rune (45 cold damage; 20 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 45.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (50 cold damage; 20 apply power) biting gale rune (50 cold damage; 20 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 50.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (45 cold damage; 22 apply power) biting gale rune (45 cold damage; 22 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 45.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (38 cold damage; 20 apply power) biting gale rune (38 cold damage; 20 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 37.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the duelist (137 cold damage; 50 apply power) biting gale rune of the duelist (137 cold damage; 50 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 137.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 50. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the titan (166 cold damage; 60 apply power) biting gale rune of the titan (166 cold damage; 60 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 165.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 60. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (174 cold damage; 62 apply power) biting gale rune of the warrior (174 cold damage; 62 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 174.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 62. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (102 cold damage; 44 apply power) biting gale rune of the wizard (102 cold damage; 44 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 102.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 44. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 5) controlled phase door rune (range 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 5. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (115 fire damage) heat beam rune (115 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 114.66 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (291 fire damage) heat beam rune of the sneak (291 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 291.31 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (346 fire damage) heat beam rune of the warrior (346 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 346.25 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 9 for 6 turns) invisibility rune (power 9 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 9 for 6 turns) invisibility rune (power 9 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 8 for 6 turns) invisibility rune (power 8 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 8) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 12 for 6 turns) invisibility rune of the psychic (power 12 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 12) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (88 lightning damage) lightning rune (88 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 29.33 to 88.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (55 lightning damage) lightning rune (55 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 18.33 to 55.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (690% regen over 10 turns; 34 instant mana) manasurge rune (690% regen over 10 turns; 34 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 690% over 10 turns and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (933% regen over 10 turns; 47 instant mana) manasurge rune (933% regen over 10 turns; 47 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 933% over 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (801% regen over 10 turns; 40 instant mana) manasurge rune (801% regen over 10 turns; 40 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 801% over 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 9; power 23; dur 5) phase door rune (range 9; power 23; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 18; dur 3) phase door rune (range 6; power 18; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 7; power 31; dur 5) phase door rune (range 7; power 31; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 28; dur 4) phase door rune (range 6; power 28; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 21; dur 5) phase door rune (range 6; power 21; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 16; dur 3) phase door rune (range 6; power 16; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 10; power 27; dur 3) phase door rune of the duelist (range 10; power 27; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 9; power 34; dur 4) phase door rune of the duelist (range 9; power 34; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 11; power 38; dur 5) phase door rune of the titan (range 11; power 38; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 11; power 35; dur 4) phase door rune of the warrior (range 11; power 35; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 11; power 36; dur 4) phase door rune of the warrior (range 11; power 36; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 8; power 24; dur 4) phase door rune of the wizard (range 8; power 24; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 88 for 3 turns) shielding rune (absorb 88 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 88 damage for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 72 for 5 turns) shielding rune (absorb 72 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 72 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 285 for 5 turns) shielding rune (absorb 285 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 285 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 327 for 4 turns) shielding rune of the sneak (absorb 327 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 327 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 41) teleportation rune (range 41)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 73) teleportation rune (range 73)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 25) teleportation rune (range 25)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 25 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20) teleportation rune (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 66) teleportation rune (range 66)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 88) teleportation rune of the psychic (range 88)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 88 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 10; dur 15; see dragon) vision rune (radius 10; dur 15; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 13) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 10; dur 12; see humanoid) vision rune (radius 10; dur 12; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 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 (10 radius) and to allow you to see invisible and stealthed creatures (power 14) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 10; dur 15; see horror) vision rune (radius 10; dur 15; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 15) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 10; dur 16; see horror) vision rune of the duelist (radius 10; dur 16; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 22) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any horror around. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 9; dur 13; see undead) vision rune of the warrior (radius 9; dur 13; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 (9 radius) and to allow you to see invisible and stealthed creatures (power 23) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any undead around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Alesaldil AlesaldilPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +8% blight / +9% fire Critical mult.: +12.00% Spellpower: +7 (+2 eff.) Amulets can have magical properties. |
Ararianor the Arcglory Ararianor the ArcgloryInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes stats: +4 Wil Changes resistances: +3% lightning Changes damage: +6% acid Amulets can have magical properties. |
Blindreeve BlindreeveCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 mind Changes resistances: +3% light Changes damage: +3% mind Life regen: +0.90 Amulets can have magical properties. |
Daimostir the stralite amulet Daimostir the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Damage when hit (Melee): 8 mind Changes resistances cap: +3% all Physical save: +16 (+0 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 236 strength, based on Magic) for 5 turns, costing 10 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Neruba the steel amulet Neruba the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +1 Dex Life regen: +0.90 Maximum stamina: +20.00 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 13 power out of 30/30) : Effective talent level: 8.8 Power cost: 13 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 16 turns, there's a 26% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Zubariawyn ZubariawynPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +15% physical Changes damage: +8% blight / +8% fire Critical mult.: +14.00% Spellpower: +10 (+2 eff.) Amulets can have magical properties. |
clarifying gold amulet of dexterity (+3) clarifying gold amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +15% mind Confusion immunity: +29% Amulets can have magical properties. |
gold amulet of constitution (+2) gold amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
gold amulet of healing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +60% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 365 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stabilizing steel amulet of strength (+3) stabilizing steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% temporal Pinning immunity: +24% Knockback immunity: +22% Amulets can have magical properties. |
starlit steel amulet of healing starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +13% darkness Blindness immunity: +24% Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Hanistir HanistirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +1 Str / +2 Wil Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Maximum encumbrance: +24 Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+0 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Str / +4 Con Rings can have magical properties. |
painweaver's stralite ring painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Changes damage: +5% all Spellpower: +5 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
pixie's gold ring pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Spellpower: +10 (+2 eff.) Rings can have magical properties. |
psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Rings can have magical properties. |
rogue's steel ring of darkness (+22%) rogue's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
rogue's steel ring of pilfering rogue's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +14 (+7 eff.) Changes stats: +3 Cun It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 4.4 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 6 grids from your target. Rings can have magical properties. |
rogue's stralite ring of corrosion (+28%) rogue's stralite ring of corrosion (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +28% acid Changes damage: +14% acid Rings can have magical properties. |
savage's gold ring of light (+26%) savage's gold ring of light (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +26% light Changes damage: +13% light Spell save: +16 (+0 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
savior's copper ring of darkness (+24%) savior's copper ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +6 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
savior's stralite ring of clarity savior's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +10 (+0 eff.) Spell save: +9 (+0 eff.) Mental save: +24 (+8 eff.) Confusion immunity: +27% Rings can have magical properties. |
sneakthief's stralite ring of warding sneakthief's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +6 Cun / +4 Dex Changes resistances: +13% acid / +14% fire / +15% lightning / +25% cold Rings can have magical properties. |
stralite ring 'Glorabrewe' stralite ring 'Glorabrewe'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Wil Changes resistances: +30% acid Changes damage: +15% acid Mana each turn: +0.08 Maximum mana: +60.00 Rings can have magical properties. |
titan's gold ring of clarity titan's gold ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+0 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
treant's stralite ring of misery treant's stralite ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +3 Cun Changes resistances: +5% nature / +10% blight Poison immunity: +10% Disease immunity: +17% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 6.6 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 180% weapon damage. If the attack hits, the target will bleed for 338% weapon damage over 7 turns, and all healing will be reduced by 57%. Rings can have magical properties. |
wizard's gold ring of light (+22%) wizard's gold ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +6 (+0 eff.) Rings can have magical properties. |
Adotira the Phoenixwire (161% power, 2 apr) Adotira the Phoenixwire (161% power, 2 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 161% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +8 fire / +21 cold When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Mag Changes resistances penetration: +5% blight Changes damage: +3% blight Spell save: +6 (+0 eff.) Spell crit. chance: +3% Massive two-handed battleaxes. |
Arotta the Festerenvy (159% power, 2 apr) Arotta the Festerenvy (159% power, 2 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +40 insidious poison / +8 nature Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +4 (+1 eff.) Physical save: +6 (+0 eff.) Massive two-handed battleaxes. |
Bleakbrace (186% power, 2 apr) Bleakbrace (186% power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 187% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str Changes resistances: +5% arcane Changes damage: +12% darkness / +12% physical Spell save: +10 (+0 eff.) Stamina when hit: +1.12 Massive two-handed battleaxes. |
Corruptioncut the steel battleaxe (151% power, 2 apr) Corruptioncut the steel battleaxe (151% power, 2 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Mag Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 nature / +12 temporal Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 9 temporal Changes resistances: +10% temporal Massive two-handed battleaxes. |
Cyrywyn the Murktrial (160% power, 2 apr) Cyrywyn the Murktrial (160% power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Str / +1 Dex Massive two-handed battleaxes. |
Emyvena the steel battleaxe (146% power, 5 apr) Emyvena the steel battleaxe (146% power, 5 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 147% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 light / +13 cold Damage against: +9% Undead When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +9 Changes resistances: +3% mind Changes resistances penetration: +7% physical Changes damage: +9% physical Blindness immunity: +5% Knockback immunity: +5% Massive two-handed battleaxes. |
Mayemivena (150% power, 2 apr) Mayemivena (150% power, 2 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 150% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to disease Damage (Melee): +14 blight / +4 arcane When wielded/worn: Changes resistances penetration: +10% temporal Changes damage: +3% temporal Massive two-handed battleaxes. |
Nerawe the Glowquake (160% power, 2 apr) Nerawe the Glowquake (160% power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 161% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +4 Changes resistances: +3% temporal / +1% physical Light radius: +2 Massive two-handed battleaxes. |
Nerivea the dwarven-steel battleaxe (172% power, 2 apr) Nerivea the dwarven-steel battleaxe (172% power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 173% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances: +5% arcane Massive two-handed battleaxes. |
Stormfront (148% power, 2 apr) Stormfront (148% power, 2 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 149% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
acidic stralite battleaxe of vileness (175% power, 3 apr) acidic stralite battleaxe of vileness (175% power, 3 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 19% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +26 blight Massive two-handed battleaxes. |
arcing steel battleaxe of paradox (147% power, 2 apr) arcing steel battleaxe of paradox (147% power, 2 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 147% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning / +9 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +10% temporal Massive two-handed battleaxes. |
chilling dwarven-steel battleaxe of paradox (161% power, 2 apr) chilling dwarven-steel battleaxe of paradox (161% power, 2 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 162% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +7 cold / +12 temporal When wielded/worn: Damage when hit (Melee): 10 temporal Changes resistances: +19% temporal Massive two-handed battleaxes. |
dwarven-steel battleaxe of nature (165% power, 2 apr) dwarven-steel battleaxe of nature (165% power, 2 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +10% nature Massive two-handed battleaxes. |
elemental steel battleaxe of amnesia (145% power, 2 apr) elemental steel battleaxe of amnesia (145% power, 2 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 146% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +10% acid / +13% fire / +12% lightning / +13% cold Massive two-handed battleaxes. |
glacial dwarven-steel battleaxe of massacre (175% power, 2 apr) glacial dwarven-steel battleaxe of massacre (175% power, 2 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +16 ice When wielded/worn: Armour: +10 Changes resistances penetration: +10% cold Massive two-handed battleaxes. |
iron battleaxe 'Porowe' (138% power, 1 apr) iron battleaxe 'Porowe' (138% power, 1 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Wil / +1 Mag Massive two-handed battleaxes. |
iron battleaxe of persecution (141% power, 1 apr) iron battleaxe of persecution (141% power, 1 apr)Requires: - Magic 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 142% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage against: +10% Unnatural When wielded/worn: Changes stats: +2 Wil Massive two-handed battleaxes. |
manaburning steel battleaxe of erosion (151% power, 2 apr) manaburning steel battleaxe of erosion (151% power, 2 apr)Requires: - Magic 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: 151% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn Damage (Melee): +10 temporal / +9 nature Massive two-handed battleaxes. |
plaguebringer's stralite battleaxe of crippling (172% power, 3 apr) plaguebringer's stralite battleaxe of crippling (172% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease On weapon crit: * cripple the target Damage (Melee): +19 blight When wielded/worn: Physical crit. chance: +13.0% Disease immunity: +20% Massive two-handed battleaxes. |
slime-covered steel battleaxe of purging (151% power, 2 apr) slime-covered steel battleaxe of purging (151% power, 2 apr)Requires: - Magic 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% * 25% chance to remove a magical effect Damage (Melee): +10 nature Massive two-handed battleaxes. |
steel battleaxe 'Leludedas' (147% power, 2 apr) steel battleaxe 'Leludedas' (147% power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 147% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +9 (+4 eff.) Changes stats: +2 Cun Changes resistances: +3% darkness Disarm immunity: +31% Stun/Freeze immunity: +10% Massive two-handed battleaxes. |
steel battleaxe of evisceration (150% power, 2 apr) steel battleaxe of evisceration (150% power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 150% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Massive two-handed battleaxes. |
thought-forged steel battleaxe (150% power, 2 apr) thought-forged steel battleaxe (150% power, 2 apr)Requires: - Magic 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17% chance to cause random gloom Damage (Melee): +7 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Massive two-handed battleaxes. |
thunderous dwarven-steel battleaxe of crippling (162% power, 2 apr) thunderous dwarven-steel battleaxe of crippling (162% power, 2 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 163% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 16% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +5 Cun / +3 Con Changes resistances penetration: +13% lightning Massive two-handed battleaxes. |
Belanor the steel dagger (138% power, 6 apr) Belanor the steel dagger (138% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 138% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 insidious poison When wielded/worn: Changes stats: +1 Dex / +2 Wil / +2 Con Reduces incoming crit damage: 5.00% See invisible: +9 Sharp, short and deadly. |
Brodomnir the dwarven-steel dagger (147% power, 7 apr) Brodomnir the dwarven-steel dagger (147% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 147% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+3 eff.) Changes resistances: +9% lightning / +3% cold Disarm immunity: +17% Pinning immunity: +15% Sharp, short and deadly. |
Chikalthohell (146% power, 7 apr) Chikalthohell (146% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 146% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 9% chance to inflict damage reduction * 20% chance to curse the target * 20% chance to torment the target Damage (Melee): +8 darkness Damage against: +5% Living When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +1 Con / +2 Wil Changes resistances penetration: +15% blight / +7% mind / +6% darkness Critical mult.: +5.00% Sharp, short and deadly. |
Dagger of the Past (154% power, 20 apr) Dagger of the Past (154% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 155% Range: 1.3x Uses stats: 0% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+0 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Flashbraid (145% power, 7 apr) Flashbraid (145% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 146% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +10% fire Mental crit. chance: +2% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
Gloronn the steel dagger (136% power, 6 apr) Gloronn the steel dagger (136% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 137% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 light Burst (radius 1) on hit: +8 acid Damage against: +8% Undead When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +5% arcane Changes resistances penetration: +5% acid Sharp, short and deadly. |
Haristir the steel dagger (144% power, 8 apr) Haristir the steel dagger (144% power, 8 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 144% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Fire Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage Shield penetration (this weapon only): +20% Damage (Melee): +7 nature / +5 mind / +7 darkness Damage against: +4% Living It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
Islulle the steel dagger (140% power, 14 apr) Islulle the steel dagger (140% power, 14 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 140% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 acid Burst (radius 1) on hit: +4 temporal When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes resistances: +3% temporal Sharp, short and deadly. |
Kugarig (146% power, 7 apr) Kugarig (146% power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 147% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 insidious poison When wielded/worn: Changes stats: +2 Con Changes resistances: +3% darkness Disease immunity: +5% Sharp, short and deadly. |
Moon (160% power, 30 apr) Moon (160% power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 161% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Olohek (134% power, 5 apr) Olohek (134% power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 134% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% * leeches stamina from the target Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +2 (+0 eff.) Damage when hit (Melee): 6 nature slow Critical mult.: +3.00% Maximum hate: +2.00 Sharp, short and deadly. |
Pyreknave the steel dagger (140% power, 6 apr) Pyreknave the steel dagger (140% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 140% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +3% mind / +3% fire Changes resistances penetration: +10% mind Sharp, short and deadly. |
Salileth (158% power, 9 apr) Salileth (158% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 159% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +4 acid / +10 fire When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Str Changes resistances: +9% acid Changes resistances penetration: +9% acid / +6% fire / +10% lightning / +8% cold Changes damage: +8% physical Spell save: +3 (+0 eff.) Blindness immunity: +10% Knockback immunity: +5% Stamina when hit: +2.00 Only die when reaching: -40.00 life Sharp, short and deadly. |
Shantiz the Stormblade (142% power, 20 apr) Shantiz the Stormblade (142% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 142% Range: 1.3x Uses stats: 100% Dex, 0% Mag, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (154% power, 10 apr) Silent Blade (154% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 155% Range: 1.3x Uses stats: 55% Dex, 35% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Singesting (167% power, 9 apr) Singesting (167% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 168% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances penetration: +5% fire Changes damage: +3% fire Sharp, short and deadly. |
Spellblaze Shard (148% power, 10 apr) Spellblaze Shard (148% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (157% power, 8 apr) Spelldrinker (157% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 157% Range: 1.3x Uses stats: 45% Cun, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+0 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Uliyon the Shockbliss (150% power, 7 apr) Uliyon the Shockbliss (150% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 150% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +2 Con Light radius: +2 Sharp, short and deadly. |
Unerring Scalpel (142% power, 25 apr) Unerring Scalpel (142% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 142% Range: 1.3x Uses stats: 55% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Zubarada the Wildblood (156% power, 9 apr) Zubarada the Wildblood (156% power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 157% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 nature / +5 temporal When wielded/worn: Physical crit. chance: +12.0% Physical power: +14 (+2 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +3% nature Sharp, short and deadly. |
acidic dwarven-steel dagger of projection (146% power, 7 apr) acidic dwarven-steel dagger of projection (146% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 mind / +8 acid It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
acidic iron dagger of erosion (136% power, 5 apr) acidic iron dagger of erosion (136% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 137% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +5 temporal / +5 nature Sharp, short and deadly. |
acidic steel dagger of crippling (138% power, 6 apr) acidic steel dagger of crippling (138% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 138% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +4 acid When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
acidic steel dagger of phasing (138% power, 10 apr) acidic steel dagger of phasing (138% power, 10 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 138% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +8% Damage (Melee): +6 acid Sharp, short and deadly. |
arcing stralite dagger of vileness (156% power, 9 apr) arcing stralite dagger of vileness (156% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 156% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 11% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning / +8 blight Sharp, short and deadly. |
balanced iron dagger of massacre (140% power, 5 apr) balanced iron dagger of massacre (140% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 141% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+2 eff.) Disarm immunity: +18% Sharp, short and deadly. |
balanced iron dagger of vileness (133% power, 5 apr) balanced iron dagger of vileness (133% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 134% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 4% chance to disease Damage (Melee): +7 blight When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+2 eff.) Disarm immunity: +18% Sharp, short and deadly. |
balanced steel dagger of projection (136% power, 6 apr) balanced steel dagger of projection (136% power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 137% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +4 (+2 eff.) Disarm immunity: +18% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
blazebringer's iron dagger of crippling (135% power, 5 apr) blazebringer's iron dagger of crippling (135% power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 136% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +5 fire When wielded/worn: Physical crit. chance: +5.0% Changes resistances penetration: +5% fire Global speed: +2% Sharp, short and deadly. |
caustic stralite dagger of amnesia (157% power, 9 apr) caustic stralite dagger of amnesia (157% power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 158% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 6% chance to corrode armour * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +8% acid Life regen: +1.00 Sharp, short and deadly. |
chilling steel dagger of massacre (144% power, 6 apr) chilling steel dagger of massacre (144% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 145% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 cold Sharp, short and deadly. |
dwarven-steel dagger 'Blindbender' (147% power, 7 apr) dwarven-steel dagger 'Blindbender' (147% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 147% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn * 14% chance to disease Damage (Melee): +9 blight When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +6% temporal Sharp, short and deadly. |
dwarven-steel dagger 'Nimbusbright' (148% power, 7 apr) dwarven-steel dagger 'Nimbusbright' (148% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 149% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Mind Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +8 darkness Damage against: +4% Living When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +6% mind / +3% lightning Sharp, short and deadly. |
dwarven-steel dagger 'Polydanor' (146% power, 7 apr) dwarven-steel dagger 'Polydanor' (146% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 146% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +11 mind When wielded/worn: Changes resistances: +5% arcane / +6% light / +3% mind Knockback immunity: +5% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
dwarven-steel dagger of crippling (148% power, 7 apr) dwarven-steel dagger of crippling (148% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 148% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
dwarven-steel dagger of purging (142% power, 7 apr) dwarven-steel dagger of purging (142% power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 143% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +5 nature Sharp, short and deadly. |
flaming dwarven-steel dagger of massacre (153% power, 7 apr) flaming dwarven-steel dagger of massacre (153% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 154% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Sharp, short and deadly. |
flaming steel dagger of the mystic (138% power, 6 apr) flaming steel dagger of the mystic (138% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 138% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +2 Mag / +3 Wil Spellpower: +6 (+2 eff.) Sharp, short and deadly. |
glacial steel dagger of projection (135% power, 6 apr) glacial steel dagger of projection (135% power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 135% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 mind Burst (radius 2) on crit: +6 ice When wielded/worn: Armour: +5 Changes resistances penetration: +5% cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
hateful steel dagger of erosion (140% power, 6 apr) hateful steel dagger of erosion (140% power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 140% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 temporal / +6 nature / +5 darkness Damage against: +5% Living Sharp, short and deadly. |
hateful steel dagger of persecution (140% power, 6 apr) hateful steel dagger of persecution (140% power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 141% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +6% Living / +8% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, short and deadly. |
inquisitor's steel dagger (140% power, 6 apr) inquisitor's steel dagger (140% power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 141% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn On weapon crit: * burns latent spell energy Sharp, short and deadly. |
insidious dwarven-steel dagger of amnesia (150% power, 7 apr) insidious dwarven-steel dagger of amnesia (150% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 151% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 insidious poison When wielded/worn: Sharp, short and deadly. |
iron dagger 'Salille' (135% power, 5 apr) iron dagger 'Salille' (135% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 136% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 9% chance to cause random gloom Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +9% temporal Sharp, short and deadly. |
iron dagger of massacre (141% power, 5 apr) iron dagger of massacre (141% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 142% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of massacre (140% power, 5 apr) iron dagger of massacre (140% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 140% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
plaguebringer's iron dagger of crippling (134% power, 5 apr) plaguebringer's iron dagger of crippling (134% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 134% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 6% chance to disease On weapon crit: * cripple the target Damage (Melee): +5 blight When wielded/worn: Physical crit. chance: +5.0% Disease immunity: +10% Sharp, short and deadly. |
plaguebringer's stralite dagger of projection (162% power, 9 apr) plaguebringer's stralite dagger of projection (162% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 162% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 7% chance to disease Damage (Melee): +9 blight / +11 mind When wielded/worn: Disease immunity: +11% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
quick dwarven-steel dagger (150% power, 7 apr) quick dwarven-steel dagger (150% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 151% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Sharp, short and deadly. |
slime-covered iron dagger of erosion (135% power, 5 apr) slime-covered iron dagger of erosion (135% power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 135% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 4% Damage (Melee): +5 temporal / +5 nature Sharp, short and deadly. |
stralite dagger 'Dagirach' (158% power, 9 apr) stralite dagger 'Dagirach' (158% power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 158% Range: 1.3x Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +10 mind Burst (radius 1) on hit: +12 acid When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +3% nature Poison immunity: +10% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
stralite dagger of evisceration (158% power, 9 apr) stralite dagger of evisceration (158% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 159% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +8.0% Physical power: +4 (+1 eff.) Sharp, short and deadly. |
thought-forged dwarven-steel dagger (148% power, 7 apr) thought-forged dwarven-steel dagger (148% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +4 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Sharp, short and deadly. |
thought-forged steel dagger of phasing (137% power, 11 apr) thought-forged steel dagger of phasing (137% power, 11 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 137% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +11 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to cause random gloom Damage Shield penetration (this weapon only): +15% Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, short and deadly. |
thunderous steel dagger (138% power, 6 apr) thunderous steel dagger (138% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 139% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 4% chance to daze When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +4% lightning Sharp, short and deadly. |
warbringer's dwarven-steel dagger of phasing (148% power, 13 apr) warbringer's dwarven-steel dagger of phasing (148% power, 13 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Physical crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +25% When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +12% Sharp, short and deadly. |
Arclore (154% power, 2 apr) Arclore (154% power, 2 apr)Requires: - Magic 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% Damage (Melee): +4 lightning Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +4 lightning Massive two-handed mauls. |
Blindwrither the dwarven-steel greatmaul (175% power, 2 apr) Blindwrither the dwarven-steel greatmaul (175% power, 2 apr)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 16% chance to disease Damage (Melee): +14 blight Burst (radius 1) on hit: +4 light When wielded/worn: Changes resistances: +9% blight / +3% light Changes damage: +6% blight Massive two-handed mauls. |
Dairugoruidar the Singeslice (184% power, 3 apr) Dairugoruidar the Singeslice (184% power, 3 apr)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 185% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid / +12 fire When wielded/worn: Changes resistances: +6% blight / +6% fire Changes damage: +6% blight Massive two-handed mauls. |
Ebonyschism (166% power, 2 apr) Ebonyschism (166% power, 2 apr)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 darkness Burst (radius 1) on hit: +4 darkness When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Teleport immunity: +10% Massive two-handed mauls. |
Hettihell the iron greatmaul (146% power, 1 apr) Hettihell the iron greatmaul (146% power, 1 apr)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 146% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Changes stats: +1 Mag See invisible: +9 Massive two-handed mauls. |
Sparkobsidian the steel greatmaul (156% power, 2 apr) Sparkobsidian the steel greatmaul (156% power, 2 apr)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to daze When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 4 lightning Changes resistances: +6% lightning Changes resistances penetration: +12% physical Changes damage: +6% lightning / +12% physical / +3% mind Massive two-handed mauls. |
Unrudobers the stralite greatmaul (186% power, 3 apr) Unrudobers the stralite greatmaul (186% power, 3 apr)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 186% Range: 1.5x Uses stat: 120% Mag Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 temporal Burst (radius 1) on hit: +14 fire When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +10% temporal Massive two-handed mauls. |
Unstoppable Mauler (179% power, 15 apr) Unstoppable Mauler (179% power, 15 apr)Requires: - Magic 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 8 power out of 18/18) : Effective talent level: 6.6 Power cost: 8 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 196% weapon damage. If you failed to move the damage is instead 98%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
acidic steel greatmaul of massacre (165% power, 2 apr) acidic steel greatmaul of massacre (165% power, 2 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid Massive two-handed mauls. |
arcing steel greatmaul of paradox (158% power, 2 apr) arcing steel greatmaul of paradox (158% power, 2 apr)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 158% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning / +13 temporal When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +9% temporal Massive two-handed mauls. |
balanced steel greatmaul of massacre (168% power, 2 apr) balanced steel greatmaul of massacre (168% power, 2 apr)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+4 eff.) Disarm immunity: +32% Massive two-handed mauls. |
chilling dwarven-steel greatmaul of amnesia (173% power, 2 apr) chilling dwarven-steel greatmaul of amnesia (173% power, 2 apr)Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 173% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +10 cold When wielded/worn: Massive two-handed mauls. |
chilling dwarven-steel greatmaul of massacre (182% power, 2 apr) chilling dwarven-steel greatmaul of massacre (182% power, 2 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 183% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 cold Massive two-handed mauls. |
dwarven-steel greatmaul 'Anuldir' (171% power, 2 apr) dwarven-steel greatmaul 'Anuldir' (171% power, 2 apr)Requires: - Magic 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +4 physical / +16 temporal / +14 nature / +14 darkness Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +4 acid Damage against: +14% Living / +17% Unnatural When wielded/worn: Changes stats: +2 Str Massive two-handed mauls. |
dwarven-steel greatmaul 'Emoriaba' (170% power, 2 apr) dwarven-steel greatmaul 'Emoriaba' (170% power, 2 apr)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +5.5% Attack speed: 100% Burst (radius 1) on hit: +13 fire When wielded/worn: Changes damage: +6% physical Life regen: +1.00 Massive two-handed mauls. |
dwarven-steel greatmaul 'Silasetta' (173% power, 2 apr) dwarven-steel greatmaul 'Silasetta' (173% power, 2 apr)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 174% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning When wielded/worn: Armour: +8 Changes resistances: +6% fire Spell save: +20 (+0 eff.) Confusion immunity: +5% Only die when reaching: -20.00 life Massive two-handed mauls. |
hateful iron greatmaul of projection (146% power, 1 apr) hateful iron greatmaul of projection (146% power, 1 apr)Requires: - Magic 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 146% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +10 darkness / +9 mind Damage against: +10% Living It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Massive two-handed mauls. |
hateful steel greatmaul of vileness (158% power, 2 apr) hateful steel greatmaul of vileness (158% power, 2 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 158% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10% chance to disease Damage (Melee): +10 blight / +10 darkness Damage against: +12% Living Massive two-handed mauls. |
insidious dwarven-steel greatmaul of crippling (170% power, 2 apr) insidious dwarven-steel greatmaul of crippling (170% power, 2 apr)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +47 insidious poison When wielded/worn: Physical crit. chance: +12.0% Massive two-handed mauls. |
insidious steel greatmaul of persecution (161% power, 2 apr) insidious steel greatmaul of persecution (161% power, 2 apr)Requires: - Magic 16 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 161% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +14 insidious poison Damage against: +13% Unnatural When wielded/worn: Changes stats: +3 Wil Massive two-handed mauls. |
iron greatmaul of persecution (146% power, 1 apr) iron greatmaul of persecution (146% power, 1 apr)Requires: - Magic 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 147% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Changes stats: +3 Wil Massive two-handed mauls. |
plaguebringer's stralite greatmaul (185% power, 3 apr) plaguebringer's stralite greatmaul (185% power, 3 apr)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 186% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease Damage (Melee): +17 blight When wielded/worn: Disease immunity: +22% Massive two-handed mauls. |
quick iron greatmaul of purging (144% power, 1 apr) quick iron greatmaul of purging (144% power, 1 apr)Requires: - Magic 11 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 144% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +9 nature When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Dex Massive two-handed mauls. |
quick stralite greatmaul of purging (187% power, 3 apr) quick stralite greatmaul of purging (187% power, 3 apr)Requires: - Magic 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 188% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +13 nature When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +5 Dex Massive two-handed mauls. |
steel greatmaul of the mystic (157% power, 2 apr) steel greatmaul of the mystic (157% power, 2 apr)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 158% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +9 (+2 eff.) Massive two-handed mauls. |
Alodunadan (154% power, 2 apr) Alodunadan (154% power, 2 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 155% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +14 insidious poison Massive two-handed swords. |
Bendil the stralite greatsword (190% power, 3 apr) Bendil the stralite greatsword (190% power, 3 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 190% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +2 Changes resistances: +6% fire Stun/Freeze immunity: +20% Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (180% power, 9 apr) Golden Three-Edged Sword 'The Truth' (180% power, 9 apr)Requires: - Willpower 18 - Magic 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 180% Range: 1.6x Uses stat: 129% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Isliseda (163% power, 2 apr) Isliseda (163% power, 2 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +19% Living When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Critical mult.: +5.00% Mental save: +6 (+2 eff.) Blindness immunity: +5% Silence immunity: +15% Massive two-handed swords. |
Lisoldassra the Demonsquall (180% power, 2 apr) Lisoldassra the Demonsquall (180% power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 181% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Changes resistances penetration: +5% darkness Changes damage: +3% darkness Massive two-handed swords. |
Polymina (180% power, 3 apr) Polymina (180% power, 3 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +12 darkness Damage against: +16% Living When wielded/worn: Changes damage: +9% blight Equilibrium when hit: +0.08 Massive two-handed swords. |
Zanodar the stralite greatsword (180% power, 3 apr) Zanodar the stralite greatsword (180% power, 3 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 physical / +23 cold When wielded/worn: Accuracy: +2 (+0 eff.) Maximum encumbrance: +10 Maximum life: +40.00 Massive two-handed swords. |
acidic dwarven-steel greatsword (167% power, 2 apr) acidic dwarven-steel greatsword (167% power, 2 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 168% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Massive two-handed swords. |
arcing dwarven-steel greatsword (170% power, 2 apr) arcing dwarven-steel greatsword (170% power, 2 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Massive two-handed swords. |
arcing iron greatsword (147% power, 1 apr) arcing iron greatsword (147% power, 1 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Massive two-handed swords. |
arcing iron greatsword of vileness (142% power, 1 apr) arcing iron greatsword of vileness (142% power, 1 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 9% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +7 blight / +9 lightning Massive two-handed swords. |
balanced dwarven-steel greatsword of projection (166% power, 2 apr) balanced dwarven-steel greatsword of projection (166% power, 2 apr)Requires: - Magic 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 167% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +9 mind When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +10 (+5 eff.) Disarm immunity: +42% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Massive two-handed swords. |
balanced iron greatsword of massacre (156% power, 1 apr) balanced iron greatsword of massacre (156% power, 1 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 156% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Disarm immunity: +29% Massive two-handed swords. |
balanced stralite greatsword (181% power, 3 apr) balanced stralite greatsword (181% power, 3 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 181% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +9 (+4 eff.) Disarm immunity: +46% Massive two-handed swords. |
chilling dwarven-steel greatsword of amnesia (169% power, 2 apr) chilling dwarven-steel greatsword of amnesia (169% power, 2 apr)Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 170% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +16 cold When wielded/worn: Massive two-handed swords. |
chilling steel greatsword of the mystic (153% power, 2 apr) chilling steel greatsword of the mystic (153% power, 2 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 153% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 cold When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +10 (+2 eff.) Massive two-handed swords. |
dwarven-steel greatsword 'Anahek' (179% power, 2 apr) dwarven-steel greatsword 'Anahek' (179% power, 2 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 179% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +30 insidious poison / +4 mind Burst (radius 2) on crit: +8 temporal When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Changes resistances: +3% mind Changes damage: +3% mind Massive two-handed swords. |
flaming steel greatsword of vileness (151% power, 2 apr) flaming steel greatsword of vileness (151% power, 2 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to disease Damage (Melee): +7 blight Burst (radius 1) on hit: +9 fire Massive two-handed swords. |
glacial dwarven-steel greatsword (167% power, 2 apr) glacial dwarven-steel greatsword (167% power, 2 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 168% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +7 ice When wielded/worn: Armour: +10 Changes resistances penetration: +7% cold Massive two-handed swords. |
hateful iron greatsword of massacre (155% power, 1 apr) hateful iron greatsword of massacre (155% power, 1 apr)Requires: - Magic 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 155% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +9% Living Massive two-handed swords. |
hateful iron greatsword of projection (143% power, 1 apr) hateful iron greatsword of projection (143% power, 1 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 darkness / +7 mind Damage against: +9% Living It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Massive two-handed swords. |
inquisitor's dwarven-steel greatsword of the leech (169% power, 2 apr) inquisitor's dwarven-steel greatsword of the leech (169% power, 2 apr)Requires: - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 169% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 16% * 14 arcane resource burn * leeches stamina from the target On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 12 nature slow Massive two-handed swords. |
inquisitor's stralite greatsword of purging (179% power, 3 apr) inquisitor's stralite greatsword of purging (179% power, 3 apr)Requires: - Magic 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +12 nature Massive two-handed swords. |
insidious iron greatsword of purging (144% power, 1 apr) insidious iron greatsword of purging (144% power, 1 apr)Requires: - Magic 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +9 nature / +14 insidious poison Massive two-handed swords. |
insidious steel greatsword of dampening (156% power, 2 apr) insidious steel greatsword of dampening (156% power, 2 apr)Requires: - Magic 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 156% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +23 insidious poison When wielded/worn: Changes resistances: +13% acid / +10% fire / +13% lightning / +12% cold Spell save: +9 (+0 eff.) Massive two-handed swords. |
insidious steel greatsword of erosion (155% power, 2 apr) insidious steel greatsword of erosion (155% power, 2 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 155% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 insidious poison / +7 temporal / +7 nature Massive two-handed swords. |
iron greatsword of phasing (142% power, 8 apr) iron greatsword of phasing (142% power, 8 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +16% Massive two-handed swords. |
manaburning dwarven-steel greatsword (167% power, 2 apr) manaburning dwarven-steel greatsword (167% power, 2 apr)Requires: - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 168% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 19 arcane resource burn Massive two-handed swords. |
quick steel greatsword of massacre (166% power, 2 apr) quick steel greatsword of massacre (166% power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 166% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Dex Massive two-handed swords. |
slime-covered steel greatsword of massacre (162% power, 2 apr) slime-covered steel greatsword of massacre (162% power, 2 apr)Requires: - Magic 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% Massive two-handed swords. |
steel greatsword 'Relgeruidar' (153% power, 3 apr) steel greatsword 'Relgeruidar' (153% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 154% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Con Massive two-handed swords. |
thought-forged dwarven-steel greatsword of crippling (170% power, 2 apr) thought-forged dwarven-steel greatsword of crippling (170% power, 2 apr)Requires: - Magic 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +9 mind When wielded/worn: Physical crit. chance: +10.0% Changes stats: +2 Cun / +5 Wil Massive two-handed swords. |
thunderous stralite greatsword of erosion (178% power, 3 apr) thunderous stralite greatsword of erosion (178% power, 3 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 179% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 7% chance to daze Damage (Melee): +13 nature / +20 temporal When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +13% lightning Massive two-handed swords. |
warbringer's iron greatsword of massacre (152% power, 1 apr) warbringer's iron greatsword of massacre (152% power, 1 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +15% Massive two-handed swords. |
Arcshaper ArcshaperRequires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 20% chance to daze On weapon crit: * silences the target Damage (Ranged): +5 nature When wielded/worn: Changes stats: +2 Dex Changes resistances: +18% lightning Changes resistances penetration: +7% nature / +12% physical Changes damage: +3% fire / +11% physical Longbows are used to shoot arrows at your foes. |
Earoran EaroranRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Nature Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Armour: +4 Changes resistances penetration: +9% physical Changes damage: +10% physical Blindness immunity: +10% Longbows are used to shoot arrows at your foes. |
Eilinedath EilinedathRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Acid Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +6% light Changes resistances penetration: +5% acid Talent cooldown: Steady Shot (-1 turn) Spell save: +6 (+0 eff.) Longbows are used to shoot arrows at your foes. |
Emelomira the Deepsmaster Emelomira the DeepsmasterRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Burst (radius 2) on crit: +2 lightning When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +9% physical / +10% darkness / +9% temporal Changes damage: +12% physical / +3% darkness / +17% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Halogorin the Flamezeal Halogorin the FlamezealRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Fire Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +5% arcane Changes damage: +15% fire Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Kikor KikorRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +15% blight / +12% physical Changes damage: +6% acid / +16% physical Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Nightimmortal the ash longbow Nightimmortal the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str / +1 Dex / +2 Mag Changes resistances: +6% darkness / +3% light Changes damage: +7% arcane Spellpower: +7 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Olohor the ash longbow Olohor the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str / +2 Mag Changes resistances: +3% mind Changes resistances penetration: +5% physical Changes damage: +6% arcane Maximum encumbrance: +10 Maximum stamina: +10.00 Spellpower: +6 (+2 eff.) Damage Shield penetration: +12% Longbows are used to shoot arrows at your foes. |
Poluba the ash longbow Poluba the ash longbowRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +3 Con Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.10 Wild-gift / Fungus Stamina each turn: +0.40 It can be used to regenerate 140 life over 5 turns, putting all charms on cooldown for 9 turns. Longbows are used to shoot arrows at your foes. |
Relgukhad the ash longbow Relgukhad the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +6 acid / +9 cold When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +1 Cun Changes resistances penetration: +5% blight Changes damage: +9% acid / +8% cold Talent cooldown: Steady Shot (-1 turn) Infravision radius: +2 Longbows are used to shoot arrows at your foes. |
Salinn the elven-wood longbow Salinn the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20 arcane resource burn When wielded/worn: Armour penetration: +1 Physical power: +13 (+2 eff.) Changes stats: +1 Str Changes resistances: +1% physical / +3% light / +6% cold Longbows are used to shoot arrows at your foes. |
Tuludig the ash longbow Tuludig the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +5 acid When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str / +1 Dex Changes resistances: +6% mind / +9% acid Changes damage: +10% acid Longbows are used to shoot arrows at your foes. |
ash longbow 'Blazefiend' ash longbow 'Blazefiend'Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to blind Damage (Ranged): +10 nature When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +3% acid / +4% all Changes resistances penetration: +6% nature Changes damage: +10% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Spell save: +18 (+0 eff.) Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Kubers' elven-wood longbow 'Kubers'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +2 mind When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +14% physical Changes damage: +6% mind Longbows are used to shoot arrows at your foes. |
elven-wood longbow of true flight elven-wood longbow of true flightRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +10.0% Longbows are used to shoot arrows at your foes. |
fungal ash longbow of power fungal ash longbow of powerRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +1 Con Changes resistances penetration: +11% physical Changes damage: +9% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 72 life over 5 turns, putting all charms on cooldown for 9 turns. Longbows are used to shoot arrows at your foes. |
mage-hunter's elven-wood longbow of dexterity (+3) mage-hunter's elven-wood longbow of dexterity (+3)Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Effects on ranged hit: * 10 arcane resource burn Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances penetration: +15% physical Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +10 (+3 eff.) Longbows are used to shoot arrows at your foes. |
mighty yew longbow mighty yew longbowRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of dampening ranger's ash longbow of dampeningRequires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +2 Dex Changes resistances: +8% acid / +8% fire / +9% lightning / +7% cold Spell save: +6 (+0 eff.) Longbows are used to shoot arrows at your foes. |
runic yew longbow runic yew longbowRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +2 Mag Changes damage: +7% arcane Spellpower: +7 (+2 eff.) Longbows are used to shoot arrows at your foes. |
steady ash longbow of fire steady ash longbow of fireRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 fire When wielded/worn: Accuracy: +6 (+1 eff.) Changes damage: +9% fire Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
steady yew longbow of lightning steady yew longbow of lightningRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +13 lightning When wielded/worn: Accuracy: +10 (+2 eff.) Changes damage: +11% lightning Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
throat-seeking elm longbow of power throat-seeking elm longbow of powerRequires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon crit: * silences the target Damage (Ranged): +6 nature When wielded/worn: Changes resistances penetration: +6% nature / +9% physical Changes damage: +8% physical Longbows are used to shoot arrows at your foes. |
throat-seeking yew longbow of true flight throat-seeking yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +5 nature When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Changes resistances penetration: +7% nature Longbows are used to shoot arrows at your foes. |
yew longbow of fire yew longbow of fireRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 fire When wielded/worn: Changes damage: +8% fire Longbows are used to shoot arrows at your foes. |
Bleaksweeper the steel longsword (142% power, 3 apr) Bleaksweeper the steel longsword (142% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Power: 143% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +4 darkness Burst (radius 1) on hit: +9 fire When wielded/worn: Physical crit. chance: +6.0% Changes stats: +1 Str / +2 Mag / +5 Wil / +2 Cun Spellpower: +6 (+2 eff.) Sharp, long, and deadly. |
Corpathus (171% power, 12 apr) Corpathus (171% power, 12 apr)Requires: - Magic 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 171% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Darkwinnow the stralite longsword (163% power, 5 apr) Darkwinnow the stralite longsword (163% power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 163% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Damage when hit (Melee): 4 darkness / 16 light Changes damage: +3% darkness Light radius: +2 Sharp, long, and deadly. |
Dryrion the steel longsword (144% power, 3 apr) Dryrion the steel longsword (144% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Power: 145% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +9 acid When wielded/worn: Changes resistances penetration: +7% mind / +7% darkness Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Light radius: +2 Sharp, long, and deadly. |
Glareblood the dwarven-steel longsword (156% power, 4 apr) Glareblood the dwarven-steel longsword (156% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 156% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Con Changes resistances: +6% light Changes resistances penetration: +5% light / +8% physical Changes damage: +12% blight Disarm immunity: +17% Sharp, long, and deadly. |
Gunurab the steel longsword (141% power, 3 apr) Gunurab the steel longsword (141% power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 142% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 nature / +9 temporal When wielded/worn: Effects on melee hit: * 30% chance to disease Equilibrium when hit: +0.12 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 Sharp, long, and deadly. |
Haledas the dwarven-steel longsword (153% power, 4 apr) Haledas the dwarven-steel longsword (153% power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 153% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to disease Damage (Melee): +20 blight When wielded/worn: Changes stats: +2 Cun / +1 Wil Grants telepathy: Dragon Equilibrium when hit: +0.12 Infravision radius: +3 Sharp, long, and deadly. |
Lisura the Magmawrither (160% power, 4 apr) Lisura the Magmawrither (160% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 161% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 blight / +8 fire Burst (radius 2) on crit: +8 blight When wielded/worn: Changes damage: +6% fire Sharp, long, and deadly. |
Scorpionravager (144% power, 2 apr) Scorpionravager (144% power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 144% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind / +4 nature When wielded/worn: Changes damage: +6% mind Sharp, long, and deadly. |
Xerildawyn (164% power, 5 apr) Xerildawyn (164% power, 5 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 164% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +2 Wil Changes resistances: +5% arcane Changes damage: +9% arcane Mental save: +6 (+2 eff.) Maximum psi: +10.00 Spellpower: +9 (+2 eff.) Mindpower: +2 (+1 eff.) Sharp, long, and deadly. |
Yvuba the Charstreaker (136% power, 2 apr) Yvuba the Charstreaker (136% power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 137% Range: 1.4x Uses stat: 100% Mag Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +14 insidious poison / +16 mind When wielded/worn: Changes damage: +3% fire Sharp, long, and deadly. |
acidic dwarven-steel longsword (152% power, 4 apr) acidic dwarven-steel longsword (152% power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 152% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid Sharp, long, and deadly. |
arcing dwarven-steel longsword of daylight (152% power, 4 apr) arcing dwarven-steel longsword of daylight (152% power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 152% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 light / +7 lightning Damage against: +6% Undead Sharp, long, and deadly. |
balanced iron longsword of dampening (138% power, 2 apr) balanced iron longsword of dampening (138% power, 2 apr)Requires: - Magic 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 138% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+3 eff.) Changes resistances: +8% acid / +8% fire / +7% lightning / +8% cold Spell save: +6 (+0 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
balanced steel longsword of phasing (140% power, 11 apr) balanced steel longsword of phasing (140% power, 11 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 140% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +11 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+3 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
blazebringer's dwarven-steel longsword (151% power, 4 apr) blazebringer's dwarven-steel longsword (151% power, 4 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 151% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +2% Sharp, long, and deadly. |
blazebringer's stralite longsword of erosion (167% power, 5 apr) blazebringer's stralite longsword of erosion (167% power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 167% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 nature / +10 temporal Burst (radius 2) on crit: +11 fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +3% Sharp, long, and deadly. |
chilling dwarven-steel longsword of crippling (152% power, 4 apr) chilling dwarven-steel longsword of crippling (152% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 152% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +16 cold When wielded/worn: Physical crit. chance: +8.0% Sharp, long, and deadly. |
chilling dwarven-steel longsword of massacre (160% power, 4 apr) chilling dwarven-steel longsword of massacre (160% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 160% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 cold Sharp, long, and deadly. |
dwarven-steel longsword (151% power, 4 apr) dwarven-steel longsword (151% power, 4 apr)Requires: - Magic 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 151% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
dwarven-steel longsword 'Offalscar' (154% power, 4 apr) dwarven-steel longsword 'Offalscar' (154% power, 4 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 155% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +14 mind When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Mag Changes resistances penetration: +5% blight Maximum vim: +40.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, long, and deadly. |
flaming steel longsword (143% power, 3 apr) flaming steel longsword (143% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 144% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Sharp, long, and deadly. |
hateful iron longsword (136% power, 2 apr) hateful iron longsword (136% power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 137% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +7% Living Sharp, long, and deadly. |
insidious steel longsword of purging (144% power, 3 apr) insidious steel longsword of purging (144% power, 3 apr)Requires: - Magic 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 144% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +18 insidious poison / +7 nature Sharp, long, and deadly. |
iron longsword of paradox (135% power, 2 apr) iron longsword of paradox (135% power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 136% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +6% temporal Sharp, long, and deadly. |
manaburning steel longsword of erosion (145% power, 3 apr) manaburning steel longsword of erosion (145% power, 3 apr)Requires: - Magic 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 146% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn Damage (Melee): +5 temporal / +7 nature Sharp, long, and deadly. |
quick dwarven-steel longsword of daylight (151% power, 4 apr) quick dwarven-steel longsword of daylight (151% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 151% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 111% Damage (Melee): +6 light Damage against: +11% Undead When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +2 Dex Sharp, long, and deadly. |
steel longsword 'Blastobsidian' (142% power, 3 apr) steel longsword 'Blastobsidian' (142% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 142% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +9 cold When wielded/worn: Changes resistances: +9% lightning Mental save: +3 (+1 eff.) Stun/Freeze immunity: +5% Sharp, long, and deadly. |
steel longsword of projection (142% power, 3 apr) steel longsword of projection (142% power, 3 apr)Requires: - Magic 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 143% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, long, and deadly. |
stralite longsword 'Morningminister' (171% power, 5 apr) stralite longsword 'Morningminister' (171% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 172% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +35 cold When wielded/worn: Damage when hit (Melee): 16 light Changes damage: +18% arcane Light radius: +2 Sharp, long, and deadly. |
thought-forged steel longsword of erosion (139% power, 3 apr) thought-forged steel longsword of erosion (139% power, 3 apr)Requires: - Magic 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 13% chance to cause random gloom Damage (Melee): +6 temporal / +6 mind / +6 nature When wielded/worn: Changes stats: +2 Cun / +1 Wil Sharp, long, and deadly. |
Chalorain the stralite mace (164% power, 5 apr) Chalorain the stralite mace (164% power, 5 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 164% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +13% Living When wielded/worn: Changes stats: +4 Cun Changes damage: +3% mind Psi when hit: +0.04 Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Blunt and deadly. |
Eilinyta (168% power, 5 apr) Eilinyta (168% power, 5 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 169% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 mind When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +6% cold Only die when reaching: -20.00 life It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Blunt and deadly. |
Flareknave the dwarven-steel mace (156% power, 4 apr) Flareknave the dwarven-steel mace (156% power, 4 apr)Requires: - Magic 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Power: 156% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 15% chance to cause random gloom * 25% chance to remove a magical effect Damage (Melee): +7 nature / +13 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +4% all Changes resistances penetration: +20% fire / +10% nature / +5% mind Changes damage: +3% fire Blunt and deadly. |
Relgolathalach the steel mace (147% power, 3 apr) Relgolathalach the steel mace (147% power, 3 apr)Requires: - Magic 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 147% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +5 nature / +6 temporal When wielded/worn: Changes resistances: +5% arcane Blunt and deadly. |
Uledegas (140% power, 3 apr) Uledegas (140% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 140% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 cold When wielded/worn: Changes resistances: +6% light Silence immunity: +5% Blunt and deadly. |
Urthirek (140% power, 3 apr) Urthirek (140% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 140% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 cold When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +1 Wil Blunt and deadly. |
Xanawe the steel mace (140% power, 3 apr) Xanawe the steel mace (140% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 141% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +1 Cun Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +21% Blunt and deadly. |
Xatha (168% power, 5 apr) Xatha (168% power, 5 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 168% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Changes stats: +2 Mag Changes resistances: +9% light Mental save: +20 (+7 eff.) Blunt and deadly. |
arcing dwarven-steel mace of massacre (169% power, 4 apr) arcing dwarven-steel mace of massacre (169% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 169% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Blunt and deadly. |
balanced dwarven-steel mace of erosion (159% power, 4 apr) balanced dwarven-steel mace of erosion (159% power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 160% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 nature / +9 temporal When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+3 eff.) Disarm immunity: +22% Blunt and deadly. |
balanced steel mace of daylight (142% power, 3 apr) balanced steel mace of daylight (142% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 142% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 light Damage against: +12% Undead When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+3 eff.) Disarm immunity: +28% Blunt and deadly. |
caustic stralite mace (169% power, 5 apr) caustic stralite mace (169% power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 170% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to corrode armour When wielded/worn: Changes resistances penetration: +10% acid Life regen: +1.20 Blunt and deadly. |
dwarven-steel mace of projection (156% power, 4 apr) dwarven-steel mace of projection (156% power, 4 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 157% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Blunt and deadly. |
flaming iron mace of massacre (145% power, 2 apr) flaming iron mace of massacre (145% power, 2 apr)Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 146% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire Blunt and deadly. |
insidious dwarven-steel mace of massacre (165% power, 4 apr) insidious dwarven-steel mace of massacre (165% power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 166% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +22 insidious poison Blunt and deadly. |
insidious dwarven-steel mace of massacre (165% power, 4 apr) insidious dwarven-steel mace of massacre (165% power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 165% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 insidious poison Blunt and deadly. |
plaguebringer's steel mace of massacre (144% power, 3 apr) plaguebringer's steel mace of massacre (144% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 144% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 5% chance to disease Damage (Melee): +8 blight When wielded/worn: Disease immunity: +14% Blunt and deadly. |
steel mace of erosion (143% power, 3 apr) steel mace of erosion (143% power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 144% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal Blunt and deadly. |
stralite mace of crippling (168% power, 5 apr) stralite mace of crippling (168% power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 168% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Blunt and deadly. |
stralite mace of projection (168% power, 5 apr) stralite mace of projection (168% power, 5 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 169% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Blunt and deadly. |
thought-forged steel mace of paradox (139% power, 3 apr) thought-forged steel mace of paradox (139% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage (Melee): +5 mind / +6 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes stats: +1 Cun / +2 Wil Changes resistances: +5% temporal Blunt and deadly. |
Erelestir the Flashguile (81% power, 18 apr, nature damage) Erelestir the Flashguile (81% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +4 Wil Changes resistances: +3% temporal Physical save: +4 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Flashserpent (85% power, 18 apr, nature damage) Flashserpent (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% blight / +3% fire Changes damage: +3% nature Disease immunity: +12% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Great Caller (100% power, 18 apr, nature damage) Great Caller (100% power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 7 power out of 16/16) : Effective talent level: 8.8 Power cost: 7 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 24 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Psionic Fury (104% power, 25 apr, mind damage) Psionic Fury (104% power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 105% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+3 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 172.40 mind damage (based on Willpower) to all within radius 5, costing 17 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Salymina the pulsing mindstar (109% power, 32 apr, nature damage) Salymina the pulsing mindstar (109% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% Range: 1.1x Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Changes resistances: +1% physical Physical save: +7 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +7 (+2 eff.) Stamina each turn: +0.20 Equilibrium when hit: +1.40 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming thorny mindstar of resolve (96% power, 24 apr, mind damage) blooming thorny mindstar of resolve (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Physical save: +4 (+0 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +25 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's vined mindstar of life (81% power, 18 apr, mind damage) caller's vined mindstar of life (81% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar calls for a summoner. Power: 82% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +2% acid / +3% fire / +3% cold / +3% physical Changes damage: +7% acid / +5% fire / +7% cold / +6% physical Life regen: +0.90 Maximum life: +12.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative mossy mindstar (77% power, 12 apr, mind damage) creative mossy mindstar (77% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +5.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar (97% power, 24 apr, nature damage) creative thorny mindstar (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +7.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar (88% power, 18 apr, mind damage) creative vined mindstar (88% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +5.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of balance (85% power, 18 apr, mind damage) creative vined mindstar of balance (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +8.00% Physical save: +3 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of clarity (83% power, 18 apr, nature damage) creative vined mindstar of clarity (83% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +5.00% Mental save: +4 (+1 eff.) Maximum psi: +15.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of resolve (88% power, 18 apr, mind damage) creative vined mindstar of resolve (88% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Critical mult.: +6.00% Physical save: +4 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous pulsing mindstar of balance (109% power, 32 apr, nature damage) epiphanous pulsing mindstar of balance (109% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 109% Range: 1.1x Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +9% mind Physical save: +4 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.70 Mindpower: +11 (+3 eff.) Mental crit. chance: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous pulsing mindstar of frost (105% power, 32 apr, nature damage) epiphanous pulsing mindstar of frost (105% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. Power: 106% Range: 1.1x Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 9 ice Changes resistances: +9% cold Changes resistances penetration: +8% cold Changes damage: +11% mind / +9% cold Mindpower: +13 (+3 eff.) Mental crit. chance: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous vined mindstar of life (85% power, 18 apr, mind damage) epiphanous vined mindstar of life (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 85% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +7% mind Life regen: +0.70 Maximum life: +10.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar (93% power, 24 apr, mind damage) gifted thorny mindstar (93% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar of the jelly (83% power, 18 apr, mind damage) gifted vined mindstar of the jelly (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +4% acid Equilibrium when hit: +0.60 Mindpower: +8 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful pulsing mindstar of flames (107% power, 32 apr, mind damage) hateful pulsing mindstar of flames (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. This psionic mindstar hates not to be wrathful. Power: 107% Range: 1.1x Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 fire Changes resistances: +8% fire Changes resistances penetration: +4% fire / +9% mind / +8% darkness Changes damage: +9% fire / +12% mind / +17% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful pulsing mindstar of the jelly (108% power, 32 apr, mind damage) hateful pulsing mindstar of the jelly (108% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 108% Range: 1.1x Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +7% mind / +8% darkness Changes damage: +5% acid / +12% mind / +8% darkness Equilibrium when hit: +1.60 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful thorny mindstar of storms (91% power, 24 apr, nature damage) hateful thorny mindstar of storms (91% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural lightning should be returned to the wyrm. Power: 92% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning Changes stats: +3 Str / +2 Dex / +1 Mag / +2 Wil / +1 Cun / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +6% lightning / +7% mind / +8% darkness Changes damage: +8% lightning / +11% mind / +8% darkness Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing pulsing mindstar (105% power, 32 apr, nature damage) honing pulsing mindstar (105% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 106% Range: 1.1x Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +5% physical Changes resistances penetration: +3% physical Changes damage: +5% physical Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of sand (96% power, 24 apr, nature damage) horrifying thorny mindstar of sand (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 96% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 physical / 4 mind / 3 darkness Changes resistances: +6% physical Changes resistances penetration: +4% physical Changes damage: +8% physical / +4% mind / +2% darkness Mindpower: +6 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 13 cooldown : Effective talent level: 2.2 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 4 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of life (83% power, 18 apr, mind damage) horrifying vined mindstar of life (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +2% mind / +3% darkness Life regen: +0.50 Maximum life: +12.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of slime (85% power, 18 apr, nature damage) horrifying vined mindstar of slime (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 4% Damage when hit (Melee): 3 darkness / 3 mind Changes damage: +3% mind / +4% darkness / +4% nature Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of clarity (77% power, 12 apr, mind damage) mossy mindstar of clarity (77% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +3 (+1 eff.) Maximum psi: +14.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar (77% power, 12 apr, nature damage) nature's mossy mindstar (77% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +3% nature Disease immunity: +10% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar of life (75% power, 12 apr, mind damage) nature's mossy mindstar of life (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +3% nature Disease immunity: +11% Life regen: +0.50 Maximum life: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar of life (72% power, 12 apr, nature damage) nature's mossy mindstar of life (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +2% nature Disease immunity: +11% Life regen: +0.60 Maximum life: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of clarity (96% power, 24 apr, mind damage) nature's thorny mindstar of clarity (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +5% nature Mental save: +4 (+1 eff.) Disease immunity: +10% Maximum psi: +19.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Blackwisp' (91% power, 24 apr, nature damage) thorny mindstar 'Blackwisp' (91% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. This natural mindstar summons a caller. Power: 92% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 darkness Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 9 acid / 12 darkness Changes resistances: +6% acid / +6% darkness Changes resistances penetration: +6% acid Changes damage: +4% acid Life regen: +1.40 Mindpower: +15 (+4 eff.) Mental crit. chance: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Jetweeper' (98% power, 24 apr, nature damage) thorny mindstar 'Jetweeper' (98% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +5% mind / +4% darkness Psi when hit: +0.12 Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 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. |
thorny mindstar 'Unlightsweep' (97% power, 24 apr, nature damage) thorny mindstar 'Unlightsweep' (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% light Changes damage: +13% acid / +3% light / +15% darkness Equilibrium when hit: +2.60 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of frost (97% power, 24 apr, nature damage) thorny mindstar of frost (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 97% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Damage when hit (Melee): 7 ice Changes resistances: +12% cold Changes resistances penetration: +10% cold Changes damage: +7% cold Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of venom (93% power, 24 apr, nature damage) thorny mindstar of venom (93% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 93% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 acid Changes resistances: +7% acid Changes resistances penetration: +6% acid Changes damage: +6% acid Life regen: +0.90 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Chargeschism' (87% power, 18 apr, nature damage) vined mindstar 'Chargeschism' (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. The natural wyrm seeks an element. Power: 87% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 lightning When wielded/worn: Damage when hit (Melee): 3 lightning / 3 physical / 3 fire / 2 acid / 2 cold Changes resistances: +3% lightning / +2% physical / +3% cold / +3% fire / +4% acid Changes resistances penetration: +5% lightning Changes damage: +6% lightning Life regen: +0.60 Maximum life: +12.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful thorny mindstar of slime (98% power, 24 apr, mind damage) wrathful thorny mindstar of slime (98% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar is wrathful to the hated. Power: 99% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 4% Changes damage: +4% nature Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +1.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Betissra BetissraRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +7 Travel speed: +200% When wielded/worn: Defense: +4 (+2 eff.) Changes resistances: +6% blight Changes resistances penetration: +5% mind Stun/Freeze immunity: +5% Slings are used to hurl stones or metal shots at your foes. |
Bregelathasus the reinforced leather sling Bregelathasus the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +2 Wil / +2 Con Talent mastery: +0.10 Wild-gift / Fungus Mana when firing critical spell: +4.00 Maximum mana: +20.00 Resist all after a teleport: +2% It can be used to regenerate 148 life over 5 turns, putting all charms on cooldown for 9 turns. Slings are used to hurl stones or metal shots at your foes. |
Gurada the cured leather sling Gurada the cured leather slingRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% acid / +3% temporal Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 60 life over 5 turns, putting all charms on cooldown for 9 turns. Slings are used to hurl stones or metal shots at your foes. |
Kindleoblivion the reinforced leather sling Kindleoblivion the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +8 acid Burst (radius 2) on crit: +4 fire When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +5% temporal Changes damage: +13% acid / +6% fire Slings are used to hurl stones or metal shots at your foes. |
Lustrelash LustrelashRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes resistances: +6% nature / +3% light Changes resistances penetration: +10% physical Changes damage: +6% light / +8% physical Slings are used to hurl stones or metal shots at your foes. |
Negakalthobers NegakalthobersRequires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +8 On weapon hit: * 30 arcane resource burn On weapon crit: * silences the target Travel speed: +200% Damage (Ranged): +16 nature When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +1 Str / +1 Wil / +1 Con Changes resistances penetration: +7% nature Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Nerenn the reinforced leather sling Nerenn the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 10 arcane resource burn On weapon crit: * silences the target Damage (Ranged): +17 nature When wielded/worn: Changes resistances penetration: +5% nature Grants telepathy: Dragon Spell save: +3 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
Tarruromildil the cured leather sling Tarruromildil the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +2 Wil / +3 Cun / +1 Con Changes resistances penetration: +14% physical Infravision radius: +1 Slings are used to hurl stones or metal shots at your foes. |
caustic reinforced leather sling of power caustic reinforced leather sling of powerRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 11% chance to corrode armour When wielded/worn: Changes resistances penetration: +7% acid / +12% physical Changes damage: +8% physical Life regen: +1.00 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Growthsage' cured leather sling 'Growthsage'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Burst (radius 1) on hit: +4 nature When wielded/worn: Accuracy: +5 (+1 eff.) Grants telepathy: Dragon Talent cooldown: Steady Shot (-1 turn) Infravision radius: +1 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Cyrovea' hardened leather sling 'Cyrovea'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% nature Changes resistances penetration: +5% mind / +11% physical Blindness immunity: +15% Equilibrium when hit: +0.04 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Elethra' hardened leather sling 'Elethra'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +4 Dex Changes resistances: +3% temporal Knockback immunity: +30% Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Malasin' hardened leather sling 'Malasin'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Fire Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 cold When wielded/worn: Changes damage: +13% cold Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Resist all after a teleport: +8% Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of power hardened leather sling of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes resistances penetration: +14% physical Changes damage: +12% physical Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of recursion mighty cured leather sling of recursionRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of true flight mighty cured leather sling of true flightRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Changes stats: +1 Str Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of power mighty reinforced leather sling of powerRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +9% physical Changes damage: +12% physical Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of fire rough leather sling of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 fire When wielded/worn: Changes damage: +9% fire Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of lightning rough leather sling of lightningRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 lightning When wielded/worn: Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of dampening steady cured leather sling of dampeningRequires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +7% acid / +9% fire / +8% lightning / +8% cold Talent cooldown: Steady Shot (-1 turn) Spell save: +6 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of power steady cured leather sling of powerRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances penetration: +9% physical Changes damage: +10% physical Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of nature steady hardened leather sling of natureRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +5 nature When wielded/worn: Accuracy: +7 (+2 eff.) Changes resistances: +3% all Changes resistances penetration: +9% nature Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
steady reinforced leather sling of power steady reinforced leather sling of powerRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +9 (+2 eff.) Changes resistances penetration: +12% physical Changes damage: +16% physical Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
swiftstrike reinforced leather sling of true flight swiftstrike reinforced leather sling of true flightRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +13.0% Slings are used to hurl stones or metal shots at your foes. |
throat-seeking hardened leather sling throat-seeking hardened leather slingRequires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +13 nature When wielded/worn: Changes resistances penetration: +7% nature Slings are used to hurl stones or metal shots at your foes. |
thunderous rough leather sling thunderous rough leather slingRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 121% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 6% chance to daze When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +6% lightning Slings are used to hurl stones or metal shots at your foes. |
Abyssclamor the yew vilestaff (153% power, 4 apr, acid element) Abyssclamor the yew vilestaff (153% power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 154% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +3% temporal / +9% fire Changes damage: +24% acid Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Aeruda (154% power, 5 apr, temporal element) Aeruda (154% power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Burst (radius 2) on crit: +8 acid When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +3% acid / +25% temporal / +3% arcane Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +50.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Arcblur the elven-wood vilestaff (154% power, 5 apr, darkness element) Arcblur the elven-wood vilestaff (154% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness / +9% lightning Talent granted: +1 Command Staff Mental save: +3 (+1 eff.) Knockback immunity: +30% Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Belonn the ash magestaff (142% power, 3 apr, arcane element) Belonn the ash magestaff (142% power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Damage (Melee): 21 fire Changes stats: +1 Dex / +2 Con Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +33.00% Spellpower: +10 (+2 eff.) Spell crit. chance: +10% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
Bloomparry (148% power, 4 apr, arcane element) Bloomparry (148% power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Armour: +9 Defense: +8 (+4 eff.) Changes stats: +4 Str / +1 Dex / +2 Con Maximum wards: +3 arcane Changes damage: +20% arcane Talents granted: +4 Ward +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Infravision radius: +1 Staves designed for wielders of magic, by the greats of the art. |
Branurin the ash starstaff (142% power, 3 apr, light element) Branurin the ash starstaff (142% power, 3 apr, light element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +15% light Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +10.00% Spell save: +3 (+0 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Cameromindur (154% power, 5 apr, fire element) Cameromindur (154% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Burst (radius 1) on hit: +4 temporal When wielded/worn: Armour: +7 Armour Hardiness: +4% Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances penetration: +5% temporal Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +6 (+0 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Charan the ash magestaff (142% power, 3 apr, arcane element) Charan the ash magestaff (142% power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 blight When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes damage: +24% arcane / +12% blight Talent granted: +1 Command Staff Physical save: +4 (+0 eff.) Spell save: +10 (+0 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (143% power, 4 apr, physical element) Crystal Shard (143% power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 144% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+4 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 19 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Cuthiyalach the Dawnwill (148% power, 4 apr, cold element) Cuthiyalach the Dawnwill (148% power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Changes resistances penetration: +10% nature / +5% light Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Daymortal (142% power, 3 apr, fire element) Daymortal (142% power, 3 apr, fire element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 22% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
Dimlash the elven-wood magestaff (154% power, 5 apr, fire element) Dimlash the elven-wood magestaff (154% power, 5 apr, fire element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Armour: +4 Changes resistances: +9% lightning / +3% nature / +6% darkness Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Cut immunity: +10% Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Dourworth the yew vilestaff (148% power, 4 apr, blight element) Dourworth the yew vilestaff (148% power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +3% darkness / +9% acid Changes resistances penetration: +10% acid Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Eclipse (146% power, 4 apr, physical element) Eclipse (146% power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 146% Range: 1.2x Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Emywen (148% power, 4 apr, fire element) Emywen (148% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +3 Mag / +3 Wil Changes resistances: +5% arcane Changes damage: +20% fire Talent granted: +1 Command Staff Cut immunity: +10% Maximum mana: +39.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Flashwild (148% power, 4 apr, arcane element) Flashwild (148% power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +15% arcane Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +11 (+3 eff.) Spell crit. chance: +5% It can be used to project a bolt from the staff (to range 8) dealing 140.59 - 168.71 arcane damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Galar (151% power, 4 apr, lightning element) Galar (151% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +22% lightning / +3% temporal Talent granted: +1 Command Staff Spellpower: +11 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Glitterstun the dragonbone vilestaff (160% power, 6 apr, darkness element) Glitterstun the dragonbone vilestaff (160% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 161% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +8 (+4 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +9% light Changes damage: +30% darkness / +6% mind Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.15 Spellpower: +29 (+7 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 13 turns. Staves designed for wielders of magic, by the greats of the art. |
Growthrigor the yew vilestaff (148% power, 4 apr, darkness element) Growthrigor the yew vilestaff (148% power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 nature Burst (radius 2) on crit: +4 mind When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 9% chance to blind Changes resistances: +9% mind Changes damage: +20% darkness / +3% nature Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
Islelaith the ash starstaff (142% power, 3 apr, darkness element) Islelaith the ash starstaff (142% power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 blight When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 16 arcane Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +22.00% Physical save: +6 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +38.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Issudradas the yew vilestaff (148% power, 4 apr, darkness element) Issudradas the yew vilestaff (148% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 6% chance to disease Changes damage: +20% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Spell save: +20 (+0 eff.) Pinning immunity: +5% Vim when firing critical spell: +3.00 Maximum vim: +22.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Isuyatha (142% power, 3 apr, acid element) Isuyatha (142% power, 3 apr, acid element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 5% chance to blind Changes stats: +1 Mag / +2 Wil Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
Lavaarc the yew magestaff (154% power, 4 apr, fire element) Lavaarc the yew magestaff (154% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% fire Changes damage: +25% fire Talent granted: +1 Command Staff Mental save: +20 (+7 eff.) Psi when hit: +0.04 Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Layetha the yew magestaff (148% power, 4 apr, lightning element) Layetha the yew magestaff (148% power, 4 apr, lightning element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 11% chance to blind * 15% chance to corrode armour Changes resistances: +6% lightning Changes resistances penetration: +10% acid Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.2 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 133.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
Mayanor (154% power, 5 apr, lightning element) Mayanor (154% power, 5 apr, lightning element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +1 Cun / +3 Con Changes damage: +25% lightning Talent granted: +1 Command Staff Spell save: +10 (+0 eff.) Spellpower: +14 (+4 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
Muyalekhad the Lavaream (148% power, 4 apr, physical element) Muyalekhad the Lavaream (148% power, 4 apr, physical element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 fire Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Pitchmark the ash starstaff (142% power, 3 apr, physical element) Pitchmark the ash starstaff (142% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 darkness Burst (radius 1) on hit: +4 arcane When wielded/worn: Changes resistances: +5% arcane Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (153% power, 4 apr, physical element) Plague-Fire Sceptre (153% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 154% Range: 1.2x Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+6 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 7 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Porathra the yew starstaff (148% power, 5 apr, darkness element) Porathra the yew starstaff (148% power, 5 apr, darkness element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 8% chance to blind Damage when hit (Melee): 12 physical Changes damage: +20% darkness Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
Prismwrest (142% power, 3 apr, darkness element) Prismwrest (142% power, 3 apr, darkness element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% light Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Scumbait the ash vilestaff (142% power, 3 apr, blight element) Scumbait the ash vilestaff (142% power, 3 apr, blight element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 nature Changes resistances: +3% acid Changes damage: +15% blight Talent granted: +1 Command Staff Spell save: +12 (+0 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Stargore the yew magestaff (148% power, 4 apr, lightning element) Stargore the yew magestaff (148% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 20% chance to gain 10% of a turn When wielded/worn: Defense: +16 (+8 eff.) Effects on melee hit: * 31% chance to blind Damage when hit (Melee): 4 light Changes resistances: +3% light Changes resistances penetration: +10% lightning Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.2 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 133.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
Torylegas the ash vilestaff (142% power, 3 apr, blight element) Torylegas the ash vilestaff (142% power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +12 (+6 eff.) Damage (Melee): 4 % chance of confusion Damage when hit (Melee): 12 blight Changes stats: +1 Str Changes resistances: +8% blight Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +14 (+4 eff.) Spell crit. chance: +2% Damage Shield penetration: +14% Staves designed for wielders of magic, by the greats of the art. |
Vorassra (154% power, 5 apr, blight element) Vorassra (154% power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% temporal / +12% darkness / +5% arcane Changes damage: +25% blight / +6% arcane Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +18 Resist all after a teleport: +13% New effects duration reduction after a teleport: +30% Reduces paradox anomalies(equivalent to willpower): +14 Staves designed for wielders of magic, by the greats of the art. |
Xanurerawen (142% power, 3 apr, darkness element) Xanurerawen (142% power, 3 apr, darkness element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +6% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spell save: +20 (+0 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
Xikira the ash magestaff (142% power, 3 apr, fire element) Xikira the ash magestaff (142% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Changes resistances: +3% temporal Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Yvytha (148% power, 4 apr, physical element) Yvytha (148% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 blight When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +1 Con / +4 Mag Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Zudil (148% power, 4 apr, arcane element) Zudil (148% power, 4 apr, arcane element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Changes damage: +20% arcane Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum hate: +4.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Mental crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Xetta' (142% power, 3 apr, fire element) ash magestaff 'Xetta' (142% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 7% chance to blind Changes resistances: +3% mind / +3% blight Changes damage: +15% fire Talent granted: +1 Command Staff Mental save: +3 (+1 eff.) Pinning immunity: +15% Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.2 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 133.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of illumination (142% power, 3 apr, lightning element) ash magestaff of illumination (142% power, 3 apr, lightning element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of protection (142% power, 3 apr, fire element) ash magestaff of protection (142% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% fire Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of protection (142% power, 3 apr, cold element) ash magestaff of protection (142% power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% cold Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Cloudtrail' (142% power, 3 apr, darkness element) ash starstaff 'Cloudtrail' (142% power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning Changes damage: +15% darkness / +12% mind Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +4% It can be used to project a bolt from the staff (to range 7) dealing 134.16 - 161.00 darkness damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of blasting (142% power, 3 apr, physical element) ash starstaff of blasting (142% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +8% It can be used to unleash an elemental blastwave, dealing 134.16 - 161.00 physical damage in a radius 3 around the user, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of fate (142% power, 3 apr, light element) ash starstaff of fate (142% power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Physical save: +5 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (142% power, 3 apr, darkness element) ash starstaff of illumination (142% power, 3 apr, darkness element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of wizardry (142% power, 3 apr, blight element) ash vilestaff of wizardry (142% power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +1 Wil Changes damage: +15% blight Talent granted: +1 Command Staff Maximum mana: +16.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of might (142% power, 3 apr, cold element) cruel ash magestaff of might (142% power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of might (142% power, 3 apr, lightning element) cruel ash magestaff of might (142% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
cruel elm starstaff of illumination (135% power, 2 apr, darkness element) cruel elm starstaff of illumination (135% power, 2 apr, darkness element)Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 135% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Defense: +6 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.2 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 133.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff (148% power, 4 apr, blight element) cruel yew vilestaff (148% power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
earthen ash starstaff (142% power, 3 apr, physical element) earthen ash starstaff (142% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +3% Changes damage: +15% physical Talent granted: +1 Command Staff Physical save: +3 (+0 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
earthen ash vilestaff of warding (142% power, 3 apr, fire element) earthen ash vilestaff of warding (142% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +8 Armour Hardiness: +3% Defense: +5 (+2 eff.) Maximum wards: +2 fire Changes damage: +15% fire Talents granted: +1 Ward +1 Command Staff Physical save: +3 (+0 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
earthen yew vilestaff of might (148% power, 4 apr, darkness element) earthen yew vilestaff of might (148% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +7% Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +8 (+0 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of fate (135% power, 2 apr, cold element) elm magestaff of fate (135% power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 135% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Polevea' (135% power, 2 apr, fire element) elm vilestaff 'Polevea' (135% power, 2 apr, fire element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 135% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes resistances: +6% blight / +3% lightning Changes damage: +6% mind / +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Corpsemalice' (154% power, 5 apr, arcane element) elven-wood magestaff 'Corpsemalice' (154% power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% nature Changes damage: +25% arcane / +9% mind Talent granted: +1 Command Staff Mental save: +12 (+4 eff.) Psi when hit: +0.16 Spellpower: +12 (+3 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Eilinera' (154% power, 5 apr, darkness element) elven-wood vilestaff 'Eilinera' (154% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes damage: +25% darkness / +3% physical Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum life: +30.00 Maximum mana: +67.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
ethereal ash starstaff of might (142% power, 3 apr, light element) ethereal ash starstaff of might (142% power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +14 (+7 eff.) Damage (Melee): 5 % chance of confusion Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +8% Damage Shield penetration: +10% Staves designed for wielders of magic, by the greats of the art. |
ethereal ash vilestaff of projection (142% power, 3 apr, fire element) ethereal ash vilestaff of projection (142% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Damage (Melee): 5 % chance of confusion Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +4% Damage Shield penetration: +10% It can be used to project a bolt from the staff (to range 7) dealing 134.16 - 161.00 fire damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff (154% power, 5 apr, lightning element) greater elven-wood magestaff (154% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold Talent granted: +1 Command Staff Spellpower: +16 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of might (142% power, 3 apr, fire element) infernal ash magestaff of might (142% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +9% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff (148% power, 4 apr, arcane element) infernal yew magestaff (148% power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +3% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff (148% power, 4 apr, blight element) infernal yew vilestaff (148% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +14 (+4 eff.) Spell crit. chance: +3% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood magestaff (154% power, 5 apr, fire element) lifebinding elven-wood magestaff (154% power, 5 apr, fire element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +25% fire Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +17 (+4 eff.) Spell crit. chance: +4% Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew vilestaff of illumination (148% power, 4 apr, acid element) lifebinding yew vilestaff of illumination (148% power, 4 apr, acid element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +5 Con Changes damage: +20% acid Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Light radius: +3 Healing mod.: +16% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash vilestaff (142% power, 3 apr, acid element) magewarrior's short ash vilestaff (142% power, 3 apr, acid element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +11 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of fate (139% power, 2 apr, fire element) potent elm magestaff of fate (139% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 139% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% fire Talent granted: +1 Command Staff Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of fate (159% power, 5 apr, fire element) potent elven-wood magestaff of fate (159% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 160% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +29% fire Talent granted: +1 Command Staff Physical save: +5 (+0 eff.) Spell save: +9 (+0 eff.) Mental save: +9 (+3 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of projection (158% power, 5 apr, fire element) potent elven-wood magestaff of projection (158% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 158% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +28% fire Talent granted: +1 Command Staff Spellpower: +19 (+5 eff.) Spell crit. chance: +7% It can be used to project a bolt from the staff (to range 9) dealing 150.10 - 180.12 fire damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff (153% power, 4 apr, lightning element) potent yew magestaff (153% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 154% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% lightning Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff (154% power, 4 apr, light element) potent yew starstaff (154% power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of breaching (153% power, 4 apr, temporal element) potent yew starstaff of breaching (153% power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 154% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% temporal Changes damage: +24% temporal Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of might (153% power, 4 apr, darkness element) potent yew vilestaff of might (153% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 154% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% darkness Talent granted: +1 Command Staff Spellpower: +11 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm vilestaff of warding (135% power, 2 apr, blight element) shimmering elm vilestaff of warding (135% power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 135% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 blight Changes damage: +10% blight Talents granted: +2 Ward +1 Command Staff Mana each turn: +0.12 Maximum mana: +31.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff of wizardry (154% power, 5 apr, cold element) shimmering elven-wood magestaff of wizardry (154% power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +25% cold Talent granted: +1 Command Staff Mana each turn: +0.26 Maximum mana: +60.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood vilestaff of might (154% power, 5 apr, acid element) shimmering elven-wood vilestaff of might (154% power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Mana each turn: +0.24 Maximum mana: +52.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff (148% power, 4 apr, cold element) shimmering yew magestaff (148% power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +38.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of warding (148% power, 4 apr, lightning element) shimmering yew magestaff of warding (148% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 lightning Changes damage: +20% lightning Talents granted: +2 Ward +1 Command Staff Mana each turn: +0.15 Maximum mana: +64.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
short yew magestaff of channeling (148% power, 4 apr, cold element) short yew magestaff of channeling (148% power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Mana each turn: +0.18 Spellpower: +19 (+5 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 13 turns. Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff (148% power, 4 apr, fire element) surging yew magestaff (148% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood magestaff (154% power, 5 apr, arcane element) void walker's elven-wood magestaff (154% power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 155% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +8% temporal Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +16 Resist all after a teleport: +9% New effects duration reduction after a teleport: +14% Reduces paradox anomalies(equivalent to willpower): +16 Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Halysta' (148% power, 4 apr, cold element) yew magestaff 'Halysta' (148% power, 4 apr, cold element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 8% chance to blind Changes resistances penetration: +5% mind Changes damage: +20% cold Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Hettehell' (151% power, 4 apr, lightning element) yew magestaff 'Hettehell' (151% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +3% temporal Changes resistances penetration: +10% temporal Changes damage: +22% lightning Talent granted: +1 Command Staff Spellpower: +11 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of channeling (148% power, 4 apr, arcane element) yew magestaff of channeling (148% power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Mana each turn: +0.10 Spellpower: +21 (+5 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 13 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of power (148% power, 4 apr, temporal element) yew starstaff of power (148% power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of wizardry (148% power, 4 apr, temporal element) yew starstaff of wizardry (148% power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +20% temporal Talent granted: +1 Command Staff Maximum mana: +39.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of fate (148% power, 4 apr, acid element) yew vilestaff of fate (148% power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Physical save: +8 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +6 (+2 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of illumination (148% power, 4 apr, blight element) yew vilestaff of illumination (148% power, 4 apr, blight element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 183.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
thought-forged deep-steel trident of massacre (170% power, 10 apr) thought-forged deep-steel trident of massacre (170% power, 10 apr)Requires: - Magic 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 170% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 24% chance to cause random gloom Damage (Melee): +10 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Adatha (148% power, 4 apr) Adatha (148% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 149% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 mind / +8 physical When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +8 (+4 eff.) Disarm immunity: +26% Life regen: +0.60 One-handed war axes. |
Amochak the stralite waraxe (160% power, 5 apr) Amochak the stralite waraxe (160% power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 161% Range: 1.4x Uses stat: 100% Mag Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +9 (+4 eff.) Changes resistances: +5% arcane Changes damage: +9% arcane Spell save: +20 (+0 eff.) Disarm immunity: +38% Maximum mana: +40.00 One-handed war axes. |
Belossra the dwarven-steel waraxe (148% power, 4 apr) Belossra the dwarven-steel waraxe (148% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 148% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Str / +1 Dex / +3 Wil Changes damage: +10% physical Stamina when hit: +1.10 One-handed war axes. |
Braniyon the stralite waraxe (158% power, 5 apr) Braniyon the stralite waraxe (158% power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 158% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +4 blight Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +9 Damage when hit (Melee): 4 blight / 4 temporal Changes resistances: +3% temporal Changes resistances penetration: +10% cold One-handed war axes. |
Emelytta the Duskvengeance (138% power, 3 apr) Emelytta the Duskvengeance (138% power, 3 apr)Requires: - Magic 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% * 20% chance to inflict damage reduction On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +7% acid / +6% darkness / +7% fire / +8% cold / +8% lightning Spell save: +7 (+0 eff.) One-handed war axes. |
Emyta (149% power, 4 apr) Emyta (149% power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 149% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Damage when hit (Melee): 10 temporal Changes stats: +5 Wil Changes resistances: +14% temporal Changes damage: +3% physical Mental save: +3 (+1 eff.) Maximum hate: +4.00 One-handed war axes. |
Flashvault (148% power, 4 apr) Flashvault (148% power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 149% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 insidious poison / +8 temporal / +8 nature / +8 lightning When wielded/worn: Armour penetration: +5 Physical crit. chance: +7.0% Damage when hit (Melee): 12 lightning Changes resistances penetration: +10% lightning / +5% darkness Critical mult.: +12.00% One-handed war axes. |
Greenspawner the iron waraxe (138% power, 2 apr) Greenspawner the iron waraxe (138% power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% nature It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. One-handed war axes. |
Mayugalaith (150% power, 4 apr) Mayugalaith (150% power, 4 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 151% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 mind When wielded/worn: Fatigue: -4% Critical mult.: +10.00% Reduces incoming crit damage: 5.00% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. One-handed war axes. |
Olorab the Flashhack (138% power, 3 apr) Olorab the Flashhack (138% power, 3 apr)Requires: - Magic 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +5 mind When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Cun / +2 Wil Changes resistances: +3% cold Changes damage: +9% light One-handed war axes. |
Phoenixmortal the steel waraxe (141% power, 3 apr) Phoenixmortal the steel waraxe (141% power, 3 apr)Requires: - Magic 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Power: 142% Range: 1.4x Uses stat: 100% Mag Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +38 insidious poison / +8 fire When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +10% acid / +6% mind / +6% darkness One-handed war axes. |
Treedash (146% power, 4 apr) Treedash (146% power, 4 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 146% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +11% Living When wielded/worn: Damage when hit (Melee): 8 nature Grants telepathy: Demon/Minor Demon/Major See invisible: +9 One-handed war axes. |
Voidbait the stralite waraxe (169% power, 5 apr) Voidbait the stralite waraxe (169% power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 170% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction When wielded/worn: Critical mult.: +10.00% Mindpower: +10 (+3 eff.) One-handed war axes. |
Zubilraba the dwarven-steel waraxe (148% power, 4 apr) Zubilraba the dwarven-steel waraxe (148% power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 148% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 10% chance to disease Damage (Melee): +10 blight When wielded/worn: Changes resistances: +3% mind Changes damage: +3% blight / +3% arcane Critical mult.: +10.00% Disease immunity: +19% One-handed war axes. |
acidic dwarven-steel waraxe of projection (146% power, 4 apr) acidic dwarven-steel waraxe of projection (146% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 147% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 mind / +7 acid It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. One-handed war axes. |
acidic steel waraxe (140% power, 3 apr) acidic steel waraxe (140% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 140% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid One-handed war axes. |
acidic steel waraxe of daylight (143% power, 3 apr) acidic steel waraxe of daylight (143% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 144% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +10 light Damage against: +7% Undead One-handed war axes. |
acidic steel waraxe of massacre (148% power, 3 apr) acidic steel waraxe of massacre (148% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 148% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid One-handed war axes. |
arcing dwarven-steel waraxe of projection (148% power, 4 apr) arcing dwarven-steel waraxe of projection (148% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 149% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +6 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. One-handed war axes. |
arcing iron waraxe of vileness (138% power, 2 apr) arcing iron waraxe of vileness (138% power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 138% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +5 blight / +7 lightning One-handed war axes. |
arcing steel waraxe of crippling (137% power, 3 apr) arcing steel waraxe of crippling (137% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 137% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +6 lightning When wielded/worn: Physical crit. chance: +6.0% One-handed war axes. |
arcing steel waraxe of massacre (146% power, 3 apr) arcing steel waraxe of massacre (146% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 147% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning One-handed war axes. |
balanced iron waraxe of vileness (138% power, 2 apr) balanced iron waraxe of vileness (138% power, 2 apr)Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 138% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +5 blight When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+3 eff.) Disarm immunity: +22% One-handed war axes. |
balanced steel waraxe (139% power, 3 apr) balanced steel waraxe (139% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +8 (+4 eff.) Disarm immunity: +26% One-handed war axes. |
balanced steel waraxe of erosion (138% power, 3 apr) balanced steel waraxe of erosion (138% power, 3 apr)Requires: - Magic 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 138% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature / +8 temporal When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+3 eff.) Disarm immunity: +24% One-handed war axes. |
caustic stralite waraxe of dampening (162% power, 5 apr) caustic stralite waraxe of dampening (162% power, 5 apr)Requires: - Magic 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 163% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 21% chance to corrode armour When wielded/worn: Changes resistances: +9% acid / +10% fire / +9% lightning / +9% cold Changes resistances penetration: +9% acid Spell save: +9 (+0 eff.) Life regen: +1.10 One-handed war axes. |
chilling steel waraxe of the mystic (135% power, 3 apr) chilling steel waraxe of the mystic (135% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 136% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 cold When wielded/worn: Changes stats: +2 Mag / +2 Wil Spellpower: +5 (+1 eff.) One-handed war axes. |
chilling stralite waraxe of erosion (161% power, 5 apr) chilling stralite waraxe of erosion (161% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 161% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +7 temporal / +6 nature / +8 cold One-handed war axes. |
dwarven-steel waraxe 'Darklace' (160% power, 4 apr) dwarven-steel waraxe 'Darklace' (160% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 161% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Burst (radius 2) on crit: +4 darkness When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +3% fire Changes damage: +6% darkness One-handed war axes. |
dwarven-steel waraxe 'Huryradan' (148% power, 4 apr) dwarven-steel waraxe 'Huryradan' (148% power, 4 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 149% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances penetration: +5% mind / +10% darkness Grants telepathy: Demon/Minor Demon/Major Maximum psi: +10.00 Mindpower: +4 (+1 eff.) See invisible: +6 One-handed war axes. |
dwarven-steel waraxe 'Islotha' (146% power, 4 apr) dwarven-steel waraxe 'Islotha' (146% power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 147% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +10 fire When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +5% temporal Mental save: +10 (+3 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 Maximum hate: +2.00 One-handed war axes. |
dwarven-steel waraxe 'Skytide' (158% power, 4 apr) dwarven-steel waraxe 'Skytide' (158% power, 4 apr)Requires: - Magic 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 158% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 5% Damage (Melee): +8 temporal / +8 nature Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning One-handed war axes. |
flaming dwarven-steel waraxe of projection (148% power, 4 apr) flaming dwarven-steel waraxe of projection (148% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 148% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 1) on hit: +7 fire It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. One-handed war axes. |
flaming iron waraxe of daylight (135% power, 2 apr) flaming iron waraxe of daylight (135% power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 136% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 light Burst (radius 1) on hit: +6 fire Damage against: +5% Undead One-handed war axes. |
hateful steel waraxe of paradox (140% power, 3 apr) hateful steel waraxe of paradox (140% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 141% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 darkness / +7 temporal Damage against: +9% Living When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +9% temporal One-handed war axes. |
inquisitor's dwarven-steel waraxe (150% power, 4 apr) inquisitor's dwarven-steel waraxe (150% power, 4 apr)Requires: - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 151% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn On weapon crit: * burns latent spell energy One-handed war axes. |
inquisitor's steel waraxe (138% power, 3 apr) inquisitor's steel waraxe (138% power, 3 apr)Requires: - Magic 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 138% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn On weapon crit: * burns latent spell energy One-handed war axes. |
insidious steel waraxe of the leech (136% power, 3 apr) insidious steel waraxe of the leech (136% power, 3 apr)Requires: - Magic 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 137% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * leeches stamina from the target Damage (Melee): +15 insidious poison When wielded/worn: Damage when hit (Melee): 9 nature slow One-handed war axes. |
iron waraxe 'Blindpiercer' (137% power, 2 apr) iron waraxe 'Blindpiercer' (137% power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 137% Range: 1.4x Uses stat: 100% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Burst (radius 1) on hit: +4 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction One-handed war axes. |
iron waraxe of erosion (138% power, 2 apr) iron waraxe of erosion (138% power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 138% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature / +5 temporal One-handed war axes. |
iron waraxe of projection (137% power, 2 apr) iron waraxe of projection (137% power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 137% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. One-handed war axes. |
manaburning iron waraxe of erosion (135% power, 2 apr) manaburning iron waraxe of erosion (135% power, 2 apr)Requires: - Magic 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 136% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn Damage (Melee): +6 temporal / +6 nature One-handed war axes. |
slime-covered steel waraxe of persecution (139% power, 3 apr) slime-covered steel waraxe of persecution (139% power, 3 apr)Requires: - Magic 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% Damage against: +7% Unnatural When wielded/worn: Changes stats: +1 Wil One-handed war axes. |
steel waraxe 'Cracklelace' (135% power, 3 apr) steel waraxe 'Cracklelace' (135% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 136% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 111% Damage (Melee): +8 temporal When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Dex Changes resistances: +3% lightning Changes damage: +12% lightning / +6% temporal One-handed war axes. |
steel waraxe of massacre (145% power, 3 apr) steel waraxe of massacre (145% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 146% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
thought-forged dwarven-steel waraxe (150% power, 4 apr) thought-forged dwarven-steel waraxe (150% power, 4 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 151% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage (Melee): +13 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil One-handed war axes. |
thought-forged steel waraxe (141% power, 3 apr) thought-forged steel waraxe (141% power, 3 apr)Requires: - Magic 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 142% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil One-handed war axes. |
thought-forged steel waraxe (136% power, 3 apr) thought-forged steel waraxe (136% power, 3 apr)Requires: - Magic 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 137% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil One-handed war axes. |
thunderous stralite waraxe of dampening (161% power, 5 apr) thunderous stralite waraxe of dampening (161% power, 5 apr)Requires: - Magic 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 162% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 17% chance to daze When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +7% acid / +10% fire / +10% lightning / +10% cold Changes resistances penetration: +10% lightning Spell save: +7 (+0 eff.) One-handed war axes. |
warbringer's dwarven-steel waraxe of crippling (146% power, 4 apr) warbringer's dwarven-steel waraxe of crippling (146% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 147% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +5% physical Disarm immunity: +19% One-handed war axes. |
warbringer's dwarven-steel waraxe of the leech (150% power, 4 apr) warbringer's dwarven-steel waraxe of the leech (150% power, 4 apr)Requires: - Magic 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 151% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 11% * leeches stamina from the target When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 7 nature slow Changes stats: +4 Con Changes resistances penetration: +8% physical Disarm immunity: +22% One-handed war axes. |
warbringer's steel waraxe of crippling (140% power, 3 apr) warbringer's steel waraxe of crippling (140% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 140% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +9% physical Disarm immunity: +13% One-handed war axes. |
Brightknight BrightknightInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes damage: +9% light Physical save: +8 (+0 eff.) Mental save: +6 (+2 eff.) Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
Emelerin the hardened leather belt Emelerin the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +3 Mag Maximum life: +74.00 Maximum mana: +34.00 Maximum stamina: +42.00 Maximum hate: +12.00 Maximum psi: +26.00 Maximum vim: +20.00 Maximum pos.energy: +26.00 Maximum neg.energy: +23.00 Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
blurring hardened leather belt of resilience blurring hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Stealth bonus: +7 Maximum life: +42.00 A belt that goes around your waist. |
grounding hardened leather belt of the vagrant grounding hardened leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% lightning / +7% temporal Mental save: +7 (+2 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
grounding rough leather belt of burglary grounding rough leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +6% lightning / +5% temporal Trap disarming bonus: +5 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
hardened leather belt 'Kyyon' hardened leather belt 'Kyyon'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +1 Fatigue: -2% Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +5% temporal Reduces incoming crit damage: 10.00% Physical save: +20 (+0 eff.) Spell crit. chance: +5% Healing mod.: +25% A belt that goes around your waist. |
hardened leather belt 'Lustrevengeance' hardened leather belt 'Lustrevengeance'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% light Physical save: +7 (+0 eff.) Mindpower: +5 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
insulating hardened leather belt of recklessness insulating hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances: +5% fire / +7% cold Critical mult.: +7.00% A belt that goes around your waist. |
nightruned hardened leather belt of burglary nightruned hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +5 Lck Changes resistances: +8% light / +7% darkness Trap disarming bonus: +13 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
nightruned hardened leather belt of transcendence nightruned hardened leather belt of transcendencePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% light / +8% darkness Physical save: +5 (+0 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
nightruned rough leather belt of the giants nightruned rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes resistances: +6% light / +6% darkness Spell save: +6 (+0 eff.) Size category: +1 A belt that goes around your waist. |
reinforced hardened leather belt of recklessness reinforced hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Armour: +7 Defense: +7 (+3 eff.) Critical mult.: +6.00% Physical save: +13 (+0 eff.) A belt that goes around your waist. |
rough leather belt 'Dairugomnir' rough leather belt 'Dairugomnir'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Fatigue: -5% Changes stats: +1 Con Maximum encumbrance: +21 See invisible: +6 Healing mod.: +5% A belt that goes around your waist. |
Betunor the cashmere cloak (2 def, 0 armour) Betunor the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% acid / +3% light / +7% fire / +7% cold / +18% lightning Mental save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cystwilder the cashmere cloak (2 def, 0 armour) Cystwilder the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Dex Reduces incoming crit damage: 5.00% Maximum life: +38.00 See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamfoe (2 def, 0 armour) Gleamfoe (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +20% light Mental crit. chance: +6% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glonne the Cracklewarden (2 def, 0 armour) Glonne the Cracklewarden (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +1 Wil / +2 Con Changes damage: +6% lightning Light radius: +1 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Govena the linen cloak (1 def, 0 armour) Govena the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +3% acid / +6% nature / +6% lightning Blindness immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shimmerwrack (2 def, 0 armour) Shimmerwrack (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 lightning / 12 darkness Changes resistances: +3% lightning Changes resistances penetration: +5% darkness Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvibeth the Searfear (2 def, 0 armour) Yvibeth the Searfear (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Con Grants telepathy: Dragon Mindpower: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Eiliniba' (2 def, 0 armour) cashmere cloak 'Eiliniba' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +9% acid Mental save: +25 (+8 eff.) Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Flashrune' (2 def, 7 armour) cashmere cloak 'Flashrune' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +15% cold Changes resistances penetration: +25% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Nightpall' (2 def, 0 armour) cashmere cloak 'Nightpall' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 darkness / 4 fire Changes stats: +2 Cun / +2 Dex Changes resistances: +12% darkness Changes damage: +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of battle (2 def, 0 armour) cashmere cloak of battle (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak (13 def, 0 armour) enveloping cashmere cloak (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+6 eff.) Physical save: +8 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +1 Mag / +2 Wil Physical save: +5 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of the Shaloren (2 def, 0 armour) regal cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +4 Wil Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of battle (2 def, 0 armour) resilient cashmere cloak of battle (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the Shaloren (2 def, 0 armour) spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +4 Wil Spell save: +7 (+0 eff.) Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 7 armour) thick cashmere cloak of the Shaloren (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Mag / +3 Wil Changes resistances: +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belyrin (2 def, 0 armour) Belyrin (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% acid / +13% physical / +6% darkness / +16% fire / +5% arcane / +15% cold Changes damage: +7% acid / +9% physical / +5% fire / +8% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +6 (+0 eff.) Mental save: +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethylrann (3 def, 2 armour) Bethylrann (3 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes resistances: +6% acid Changes damage: +9% acid Physical save: +15 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Burnfear the silk robe (3 def, 0 armour) Burnfear the silk robe (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight Changes resistances: +13% blight / +6% fire Changes resistances penetration: +15% blight / +5% fire Changes damage: +13% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cuthihad the Gorepunish (0 def, 0 armour) Cuthihad the Gorepunish (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +9% acid / +16% cold Changes resistances penetration: +5% nature Changes damage: +6% acid / +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Falodukan (0 def, 0 armour) Falodukan (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 3 arcane resource burn Damage when hit (Melee): 8 mind Changes resistances: +15% lightning / +12% mind / +14% darkness Changes damage: +10% lightning Reduces incoming crit damage: 15.00% Maximum encumbrance: +10 Physical save: +11 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +26 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Gelach (2 def, 0 armour) Gelach (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +1 Cun / +2 Wil Changes resistances penetration: +5% temporal Critical mult.: +16.00% Spell save: +20 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ivisewe the woollen robe (0 def, 0 armour) Ivisewe the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +16% acid Changes damage: +11% acid / +6% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Morningwolf the woollen robe (0 def, 0 armour) Morningwolf the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +21% acid Changes damage: +14% acid / +3% light Mental save: +9 (+3 eff.) Equilibrium when hit: +0.04 Mindpower: +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Prismgrit the woollen robe (0 def, 0 armour) Prismgrit the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Con Changes resistances: +16% lightning / +3% cold / +6% temporal / +18% acid Changes damage: +11% lightning / +5% nature / +12% acid Poison immunity: +24% Disease immunity: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Unrahad (0 def, 0 armour) Unrahad (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +16% fire Changes damage: +6% acid / +11% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
ancient cashmere robe of power (2 def, 0 armour) ancient 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 stats: +3 Mag Changes resistances penetration: +7% temporal / +5% physical Changes damage: +10% temporal / +10% physical / +8% all Spellpower: +13 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of alchemy (3 def, 0 armour) ancient silk robe of alchemy (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag Changes resistances: +14% acid / +10% physical / +10% fire / +15% cold Changes resistances penetration: +8% temporal / +5% physical Changes damage: +9% acid / +8% temporal / +8% fire / +8% cold / +16% physical Talent cooldown: Refit Golem (-2 turns) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of light (+21%) (2 def, 0 armour) dreamer's cashmere robe of light (+21%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% darkness / +21% light / +16% mind Changes damage: +14% light Physical save: +13 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +25 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of frost (+16%) (2 def, 0 armour) focusing cashmere robe of frost (+16%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +6 Wil Changes resistances: +16% cold Changes damage: +11% cold Mana each turn: +0.19 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of life (3 def, 0 armour) focusing silk robe of life (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +8% blight Life regen: +2.30 Mana each turn: +0.18 Psi each turn: +0.18 Maximum life: +59.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of the mountain (+14%) (3 def, 0 armour) focusing silk robe of the mountain (+14%) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +14% physical Changes damage: +14% physical Mana each turn: +0.20 Psi each turn: +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Shadowsever' (0 def, 0 armour) linen robe 'Shadowsever' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +10% darkness Spell save: +15 (+0 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of nature (+15%) (0 def, 0 armour) linen robe of nature (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% nature Changes damage: +10% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of fire (+18%) (2 def, 0 armour) mindwoven cashmere robe of fire (+18%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% fire Changes damage: +12% fire Mental save: +21 (+7 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of time (+12%) (2 def, 0 armour) mindwoven cashmere robe of time (+12%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% temporal Changes damage: +12% temporal Mental save: +17 (+6 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of blight (+14%) (3 def, 0 armour) mindwoven silk robe of blight (+14%) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +14% blight Changes damage: +14% blight Mental save: +17 (+6 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of darkness (+16%) (0 def, 0 armour) mindwoven woollen robe of darkness (+16%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness Mental save: +15 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mind (+11%) (0 def, 0 armour) mindwoven woollen robe of the mind (+11%) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Mental save: +17 (+6 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of darkness (+15%) (2 def, 0 armour) shimmering cashmere robe of darkness (+15%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% darkness Changes damage: +14% arcane / +10% darkness Maximum mana: +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of power (2 def, 0 armour) shimmering 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: +12% arcane / +5% all Maximum mana: +15.00 Spellpower: +12 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of the mind (+11%) (0 def, 0 armour) shimmering linen robe of the mind (+11%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +10% arcane / +11% mind Maximum mana: +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of light (+15%) (0 def, 0 armour) shimmering woollen robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% light Changes damage: +10% light / +12% arcane Maximum mana: +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of corrosion (+18%) (2 def, 0 armour) slimy cashmere robe of corrosion (+18%) (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects when hit in melee: * Slows global speed by 5% * 5 arcane resource burn Changes resistances: +18% acid Changes damage: +12% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of protection (5 def, 2 armour) slimy cashmere robe of protection (5 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Effects when hit in melee: * Slows global speed by 3% * 5 arcane resource burn Physical save: +18 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of corrosion (+16%) (0 def, 0 armour) slimy woollen robe of corrosion (+16%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 3 arcane resource burn Changes resistances: +16% acid Changes damage: +11% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of frost (+18%) (0 def, 0 armour) slimy woollen robe of frost (+18%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 4 arcane resource burn Changes resistances: +18% cold Changes damage: +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +15 (+0 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of lightning (+15%) (0 def, 0 armour) stargazer's woollen robe of lightning (+15%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +15% lightning Changes damage: +10% lightning / +8% light / +7% darkness Spellpower: +6 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe (2 def, 0 armour) stormwoven cashmere robe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +8% lightning / +8% cold Changes damage: +10% lightning / +7% physical / +6% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (3 def, 0 armour) verdant silk robe (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Con Changes damage: +12% nature Poison immunity: +32% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of the mountain (+12%) (0 def, 0 armour) verdant woollen robe of the mountain (+12%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% physical Changes damage: +7% nature / +12% physical Poison immunity: +20% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Beledralin' (4 def, 0 armour) woollen robe 'Beledralin' (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +21% acid / +6% lightning Changes damage: +12% acid Spell save: +6 (+0 eff.) Cut immunity: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adith the Prismsquall (0 def, 4 armour) Adith the Prismsquall (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +9% light Stamina each turn: +0.70 Maximum stamina: +24.00 Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerymira the pair of dwarven-steel boots (0 def, 4 armour) Aerymira the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% lightning Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +15% Cut immunity: +15% Stun/Freeze immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethyvea (0 def, 3 armour) Bethyvea (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes resistances: +3% nature / +6% darkness Spell save: +9 (+0 eff.) A pair of boots made of leather. |
Bokaromigund the pair of hardened leather boots (0 def, 3 armour) Bokaromigund the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 blight Changes resistances: +9% temporal / +8% cold / +8% fire Changes resistances penetration: +10% temporal A pair of boots made of leather. |
Gyna the pair of hardened leather boots (0 def, 5 armour) Gyna the pair of hardened leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: -4% Changes resistances: +3% mind / +3% cold Maximum encumbrance: +36 Physical save: +10 (+0 eff.) Spell save: +9 (+0 eff.) Stun/Freeze immunity: +20% Mental crit. chance: +1% A pair of boots made of leather. |
Hettemnir (2 def, 3 armour) Hettemnir (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 8 mind Changes resistances: +6% temporal Changes damage: +12% mind A pair of boots made of leather. |
Loroladunamnir (0 def, 4 armour) Loroladunamnir (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +4 Fatigue: -1% Changes stats: +1 Dex Changes resistances: +3% mind Changes damage: +9% mind Maximum encumbrance: +38 Physical save: +8 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayaldata (0 def, 3 armour) Mayaldata (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +3 Cun / +2 Con Changes resistances: +3% acid / +9% fire Reduces incoming crit damage: 5.00% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.2 Power cost: 7 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
Mayylena the Torchbait (0 def, 7 armour) Mayylena the Torchbait (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes resistances: +1% physical / +6% fire Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkstake the pair of dwarven-steel boots (0 def, 4 armour) Murkstake the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 fire Changes resistances penetration: +5% darkness Spellpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Phlegmpyre the pair of rough leather boots (0 def, 1 armour) Phlegmpyre the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +6% nature Changes damage: +3% nature A pair of boots made of leather. |
Polileth the Nimbuspyre (4 def, 3 armour) Polileth the Nimbuspyre (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Changes resistances: +6% light Changes damage: +3% light / +9% lightning A pair of boots made of leather. |
Shineedge the pair of hardened leather boots (0 def, 3 armour) Shineedge the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Changes resistances: +6% light Changes resistances penetration: +15% mind Changes damage: +3% light Maximum encumbrance: +27 Physical save: +8 (+0 eff.) A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Xuletira (0 def, 3 armour) Xuletira (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +3 Cun / +3 Con Changes resistances: +3% acid Physical save: +16 (+0 eff.) Mental save: +32 (+11 eff.) A pair of boots made of leather. |
Yarythel the pair of hardened leather boots (6 def, 3 armour) Yarythel the pair of hardened leather boots (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +3 Wil Changes resistances penetration: +5% blight Spell save: +3 (+0 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +2% A pair of boots made of leather. |
Zubirivena (11 def, 3 armour) Zubirivena (11 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+5 eff.) Fatigue: +2% Changes resistances penetration: +20% mind Changes damage: +3% mind It can be used to activate talent Evasion, placing all other charms into a 13 cooldown : Effective talent level: 8.8 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 63 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots (0 def, 4 armour) blood-soaked pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% fire / +7% cold Stamina each turn: +0.50 Maximum stamina: +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of hardened leather boots of uncanny dodging (3 def, 11 armour) miner's pair of hardened leather boots of uncanny dodging (3 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Infravision radius: +2 A pair of boots made of leather. |
pair of dwarven-steel boots 'Airhue' (13 def, 4 armour) pair of dwarven-steel boots 'Airhue' (13 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+6 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze Changes resistances: +6% lightning / +3% fire It can be used to activate talent Evasion, placing all other charms into a 13 cooldown : Effective talent level: 8.8 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 63 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Chalahad' (0 def, 4 armour) pair of dwarven-steel boots 'Chalahad' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -9% Changes resistances penetration: +5% mind Maximum encumbrance: +55 Physical save: +9 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +10 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of disengagement (0 def, 4 armour) pair of dwarven-steel boots of disengagement (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.2 Power cost: 7 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of speed (0 def, 4 armour) pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Cyrassra' (0 def, 3 armour) pair of hardened leather boots 'Cyrassra' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +1 Dex / +2 Cun / +2 Con Maximum encumbrance: +25 Physical save: +8 (+0 eff.) See invisible: +6 A pair of boots made of leather. |
pair of hardened leather boots 'Lorygorn' (0 def, 3 armour) pair of hardened leather boots 'Lorygorn' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +3 Mag / +3 Wil / +2 Cun Changes resistances penetration: +10% acid Mana each turn: +0.31 Maximum mana: +37.00 Spell crit. chance: +3% A pair of boots made of leather. |
pair of rough leather boots 'Hellseam' (0 def, 6 armour) pair of rough leather boots 'Hellseam' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Damage when hit (Melee): 8 mind Changes resistances: +3% fire Changes resistances penetration: +10% mind Changes damage: +3% mind Infravision radius: +2 A pair of boots made of leather. |
restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour) restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +2.80 Stamina each turn: +0.30 Maximum stamina: +15.00 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of hardened leather boots of uncanny dodging (5 def, 3 armour) traveler's pair of hardened leather boots of uncanny dodging (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -2% Maximum encumbrance: +27 Physical save: +5 (+0 eff.) A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +28% Stamina each turn: +0.50 Maximum stamina: +22.00 A pair of boots made of leather. |
Amumarim the Shadowbrace (0 def, 2 armour) Amumarim the Shadowbrace (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes resistances: +9% darkness Changes damage: +12% darkness Physical save: +15 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +13 physical It can be used to activate talent Juggernaut, placing all other charms into a 13 cooldown : Effective talent level: 6.6 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 40% and provides a 24% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Areblek the Voidbraze (0 def, 9 armour) Areblek the Voidbraze (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 9 physical Damage when hit (Melee): 20 darkness Changes resistances: +9% fire Changes damage: +6% physical Cut immunity: +10% Teleport immunity: +10% When used to modify unarmed attacks: Power: 152% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 3). Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +10 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Darkspitter the hardened leather gloves (0 def, 2 armour) Darkspitter the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 light Damage when hit (Melee): 4 darkness / 12 blight Changes resistances: +5% light Changes damage: +4% light When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% On weapon hit: * 11% chance to blind Damage (Melee): +4 blight Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +4 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinayalle the Flareblack (0 def, 2 armour) Eilinayalle the Flareblack (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to gain 10% of a turn Damage (Melee): 5 acid / 7 blight / 4 fire / 5 lightning / 4 cold Damage when hit (Melee): 4 temporal Changes stats: +4 Str / +3 Dex / +3 Mag / +4 Wil / +2 Cun Changes resistances: +7% blight / +3% temporal Changes damage: +5% blight Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+0 eff.) When used to modify unarmed attacks: Power: 145% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +3 Armour Penetration: +3 Physical crit. chance: +10.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Set Up (10% chance level 3). Damage (Melee): +10 ice / +10 fire / +6 acid / +15 lightning Burst (radius 2) on crit: +8 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Salima (0 def, 2 armour) Salima (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 nature Changes resistances: +7% nature / +6% blight Changes damage: +5% nature Spell save: +23 (+0 eff.) Poison immunity: +10% When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Poison Breath (10% chance level 3). Burst (radius 2) on crit: +8 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Silorin the iron gauntlets (0 def, 1 armour) Silorin the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Damage when hit (Melee): 8 mind Changes stats: +3 Str Changes resistances: +3% darkness When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% On weapon hit: * 20 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Singevalor the hardened leather gloves (0 def, 2 armour) Singevalor the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 fire Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +6% fire When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 3). Damage (Melee): +4 fire Burst (radius 2) on crit: +8 blight / +7 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skywedge the iron gauntlets (0 def, 1 armour) Skywedge the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes stats: +2 Cun Changes resistances: +5% darkness / +6% lightning Infravision radius: +2 When used to modify unarmed attacks: Power: 133% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 125% When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +6 darkness Burst (radius 2) on crit: +8 lightning It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 4.4 Power cost: 7 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 7 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 139% Range: 1.4x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Power: 157% Range: 1.4x Uses stats: 30% Dex, 60% Mag, 30% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Ulebar the dwarven-steel gauntlets (0 def, 2 armour) Ulebar the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 blight Changes stats: +1 Con Changes resistances: +7% blight / +1% physical Changes damage: +6% blight When used to modify unarmed attacks: Power: 151% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Soul Rot (20% chance level 3). Damage Shield penetration (this weapon only): +40% Burst (radius 2) on crit: +8 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Xerelle (0 def, 2 armour) Xerelle (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +2 Changes stats: +2 Str / +4 Dex / +1 Cun Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +3 When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yarazor the Abysshunter (0 def, 2 armour) Yarazor the Abysshunter (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes resistances: +3% fire Physical save: +5 (+0 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +32% When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * 40% chance to cause random gloom Damage (Melee): +4 mind Burst (radius 2) on crit: +4 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's dwarven-steel gauntlets (0 def, 2 armour) alchemist's dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 fire / 5 cold / 3 lightning Changes stats: +3 Mag / +3 Wil When used to modify unarmed attacks: Power: 151% Range: 1.4x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% Damage (Melee): +7 ice / +10 fire / +4 acid / +16 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
blighted iron gauntlets of dexterity (+2) (0 def, 1 armour) blighted iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Dex Changes resistances: +6% blight Changes damage: +4% blight When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 125% When this weapon hits: Soul Rot (20% chance level 1). Burst (radius 2) on crit: +6 blight Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's hardened leather gloves of sorrow (0 def, 2 armour) brawler's hardened leather gloves of sorrow (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 21 mind / 18 darkness Changes stats: +3 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+0 eff.) Mental save: -11 (-4 eff.) Mindpower: +5 (+1 eff.) When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Deepsminister' (0 def, 2 armour) dwarven-steel gauntlets 'Deepsminister' (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+2 eff.) Armour: +2 Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +4 Str Changes resistances penetration: +5% fire Changes damage: +6% fire When used to modify unarmed attacks: Power: 154% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% On weapon hit: * 40% chance to inflict damage reduction Burst (radius 1) on hit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Flashwind' (0 def, 2 armour) dwarven-steel gauntlets 'Flashwind' (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes damage: +6% darkness / +3% fire Life regen: +2.10 Stamina each turn: +0.80 Maximum stamina: +14.00 When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 3). Damage (Melee): +4 fire Burst (radius 2) on crit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Duskrain' (0 def, 2 armour) hardened leather gloves 'Duskrain' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 darkness Changes stats: +4 Con Changes resistances: +3% darkness Physical save: +16 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +16 physical It can be used to activate talent Juggernaut, placing all other charms into a 13 cooldown : Effective talent level: 8.8 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 47% and provides a 29% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Falahad' (0 def, 2 armour) hardened leather gloves 'Falahad' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes resistances: +9% lightning / +9% cold / +3% fire Physical save: +7 (+0 eff.) Spell save: +16 (+0 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Shockwrest' (0 def, 2 armour) hardened leather gloves 'Shockwrest' (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 23% chance to reduce powers by 20% * 15 arcane resource burn Changes resistances: +9% lightning Changes resistances penetration: +5% fire Spell save: +15 (+0 eff.) When used to modify unarmed attacks: Power: 147% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% On weapon hit: * 22% chance to reduce powers by 20% * 20 arcane resource burn Damage (Melee): +4 lightning Burst (radius 1) on hit: +8 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Velydawe' (0 def, 2 armour) hardened leather gloves 'Velydawe' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 20 mind / 11 darkness Changes resistances: +6% temporal Mental save: -12 (-4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Mindpower: +6 (+2 eff.) When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves of strength (+2) (0 def, 1 armour) polar rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +4% cold When used to modify unarmed attacks: Power: 137% Range: 1.1x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets of strength (+2) (0 def, 7 armour) sand iron gauntlets of strength (+2) (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Str Changes damage: +3% physical When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of the verdant (0 def, 2 armour) scouring dwarven-steel gauntlets of the verdant (0 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 16% chance to reduce powers by 20% * 20 arcane resource burn Changes resistances: +9% blight / +8% darkness / +5% arcane Damage affinity(heal): +5% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +22 (+0 eff.) When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon crits: Call of the Ooze (20% chance level 2). On weapon hit: * 23% chance to reduce powers by 20% * 17 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
scouring rough leather gloves of butchering (0 def, 1 armour) scouring rough leather gloves of butchering (0 def, 1 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Physical power: +6 (+1 eff.) Armour: +1 Effects when hit in melee: * 16% chance to reduce powers by 20% * 15 arcane resource burn Changes resistances: +6% blight Spell save: +17 (+0 eff.) When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +1.0% Attack speed: 167% On weapon hit: * 16 arcane resource burn * Slows global speed by 11% * 11% chance to corrode armour * 16% chance to reduce powers by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming dwarven-steel gauntlets of the iron hand (0 def, 2 armour) spellstreaming dwarven-steel gauntlets of the iron hand (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +4 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +31% Mana each turn: +0.16 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Elemental bolt (10% chance level 3). Damage (Melee): +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) steady dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Changes stats: +3 Con Physical save: +25 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +12 (+4 eff.) Disarm immunity: +60% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +7 physical It can be used to activate talent Juggernaut, placing all other charms into a 13 cooldown : Effective talent level: 8.8 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 47% and provides a 29% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal rough leather gloves of magic (+2) (0 def, 1 armour) temporal rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +2 Mag Changes resistances: +6% temporal Changes damage: +4% arcane / +4% temporal When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% On weapon hit: * 5% chance to gain 10% of a turn Damage (Melee): +5 arcane Burst (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral hardened leather gloves of dexterity (+3) (0 def, 2 armour) umbral hardened leather gloves of dexterity (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Damage (Melee): 7 darkness Changes stats: +3 Dex Changes resistances: +7% darkness Changes damage: +5% darkness When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 167% On weapon hit: * 10% chance to inflict damage reduction Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adilaith (2 def, 0 armour) Adilaith (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% fire / +19% darkness / +5% arcane Changes damage: +13% darkness Physical save: +6 (+0 eff.) Disease immunity: +15% A pointy cloth hat, very wizardly... |
Aerurialaith the Stokepunish (0 def, 5 armour) Aerurialaith the Stokepunish (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Damage when hit (Melee): 4 fire Changes resistances: +6% fire Changes damage: +6% darkness Infravision radius: +2 A cap made of leather. |
Aeruvon the hardened leather cap (0 def, 6 armour) Aeruvon the hardened leather cap (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +6 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +4 Cun / +3 Dex Changes resistances: +3% temporal / +13% light / +13% darkness Changes resistances penetration: +15% temporal Maximum vim: +10.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Infravision radius: +2 A cap made of leather. |
Blacksaw (0 def, 4 armour) Blacksaw (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +4 Con Changes resistances penetration: +20% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Namille the hardened leather cap (0 def, 3 armour) Ce'Namille the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Wil / +2 Con Physical save: +18 (+0 eff.) See invisible: +3 A cap made of leather. |
Chargefoe the cashmere wizard hat (2 def, 0 armour) Chargefoe the cashmere wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30 arcane resource burn Changes stats: +5 Wil Changes resistances: +3% blight Changes resistances penetration: +5% lightning Physical save: +8 (+0 eff.) A pointy cloth hat, very wizardly... |
Dimfiend (0 def, 4 armour) Dimfiend (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 lightning Changes stats: +3 Wil Changes resistances: +8% blight / +12% darkness Changes damage: +6% darkness Mental save: +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elenidar the linen wizard hat (1 def, 0 armour) Elenidar the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +1 Wil Changes damage: +3% mind Mental save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
Erelychak (6 def, 3 armour) Erelychak (6 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Defense: +6 (+3 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour Effects when hit in melee: * 14% chance to gain 10% of a turn Changes stats: +2 Dex / +1 Wil / +4 Cun A cap made of leather. |
Eremyrach the Coalstreak (2 def, 0 armour) Eremyrach the Coalstreak (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% * 15% chance to inflict damage reduction Changes resistances: +19% nature / +5% arcane / +13% mind Changes damage: +13% mind / +13% nature Spell save: +20 (+0 eff.) Psi each turn: +0.10 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Gilodar the cashmere wizard hat (2 def, 0 armour) Gilodar the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances: +22% lightning / +6% temporal Changes damage: +15% lightning / +6% temporal A pointy cloth hat, very wizardly... |
Guvea the Blazeserpent (0 def, 4 armour) Guvea the Blazeserpent (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 nature Changes stats: +3 Cun / +3 Wil Changes resistances: +6% light Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gydor (0 def, 3 armour) Gydor (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Str / +2 Wil Reduces incoming crit damage: 5.00% Stamina each turn: +0.20 Infravision radius: +2 A cap made of leather. |
Hanadan the Magmareeve (0 def, 4 armour) Hanadan the Magmareeve (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 blight Changes stats: +5 Dex Changes resistances: +18% darkness / +9% fire Changes damage: +6% blight / +12% fire Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Harelathablek the iron helm (0 def, 3 armour) Harelathablek the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex / +1 Con Changes damage: +3% mind Physical save: +13 (+0 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Islidheth the Smoldercrypt (0 def, 3 armour) Islidheth the Smoldercrypt (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% nature Changes damage: +6% fire Spell save: +3 (+0 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.08 Maximum life: +41.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Isliretta (0 def, 4 armour) Isliretta (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 20 acid Changes resistances penetration: +5% acid Changes damage: +3% arcane Physical save: +11 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layodherin (0 def, 3 armour) Layodherin (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +6 Str / +11 Dex / +3 Cun Changes resistances: +8% blight / +8% darkness Reduces incoming crit damage: 5.00% Spell save: +8 (+0 eff.) Mental save: +6 (+2 eff.) Skullcracker multiplicator: +1 It can be used to activate talent Circle of Sanctity, placing all other charms into a 13 cooldown : Effective talent level: 8.8 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 5 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 10 turns. A cap made of leather. |
Lightbreak (0 def, 3 armour) Lightbreak (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 light Changes stats: +2 Wil Changes resistances: +8% blight Changes damage: +3% light Mental save: +8 (+3 eff.) Light radius: +3 A cap made of leather. |
Lightjeer (2 def, 0 armour) Lightjeer (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 light Changes resistances: +22% fire Changes damage: +9% light / +15% fire Light radius: +3 A pointy cloth hat, very wizardly... |
Maluzilaneg (0 def, 3 armour) Maluzilaneg (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +5 Wil Changes resistances: +7% blight / +9% temporal Reduces incoming crit damage: 15.00% Mental save: +8 (+3 eff.) A cap made of leather. |
Mayina the hardened leather cap (0 def, 3 armour) Mayina the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +3% light / +5% arcane / +3% nature A cap made of leather. |
Nimbussorrow the linen wizard hat (1 def, 0 armour) Nimbussorrow the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +6% lightning / +6% temporal / +12% acid Changes damage: +3% lightning A pointy cloth hat, very wizardly... |
Olurak (0 def, 4 armour) Olurak (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +3 Dex Changes resistances: +3% mind / +9% temporal Stun/Freeze immunity: +10% Knockback immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pusstake (0 def, 4 armour) Pusstake (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 15% Grants telepathy: Demon/Minor Demon/Major Stamina when hit: +1.80 Equilibrium when hit: +1.10 Hate when firing a critical mind attack: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Samihor the cashmere wizard hat (2 def, 0 armour) Samihor the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Wil Changes resistances: +6% acid Changes damage: +12% acid Physical save: +5 (+0 eff.) Life regen: +1.60 Mana each turn: +0.10 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
Strikespike the iron helm (0 def, 3 armour) Strikespike the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% temporal / +9% fire / +11% darkness / +11% light Changes damage: +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zerokalthohad (0 def, 4 armour) Zerokalthohad (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +1 Str / +2 Mag Grants telepathy: Demon/Minor Demon/Major Physical save: +11 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zuberalle (2 def, 0 armour) Zuberalle (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 20 acid Changes stats: +5 Wil Changes resistances: +9% acid Changes damage: +3% mind Physical save: +10 (+0 eff.) A pointy cloth hat, very wizardly... |
aegis linen wizard hat (1 def, 0 armour) aegis linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Life regen: +1.50 Damage Shield Power: +5% A pointy cloth hat, very wizardly... |
bladed dwarven-steel helm (0 def, 4 armour) bladed dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +3 Str Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 9 cooldown : Effective talent level: 7.2 Power cost: 9 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 753.7 Physical damage. If the attack hits, the target is confused (42% effect) for 7 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. |
cashmere wizard hat 'Glowfame' (2 def, 0 armour) cashmere wizard hat 'Glowfame' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 light / 4 darkness Changes resistances: +3% light Changes resistances penetration: +5% light Mana each turn: +0.17 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
cleansing cashmere wizard hat of fire (+7%) (2 def, 0 armour) cleansing cashmere wizard hat of fire (+7%) (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% blight / +22% fire / +7% nature Changes damage: +15% fire A pointy cloth hat, very wizardly... |
dragonslayer's hardened leather cap (0 def, 3 armour) dragonslayer's hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% acid / +5% fire / +8% lightning / +11% cold A cap made of leather. |
dwarven-steel helm 'Flarevortex' (0 def, 4 armour) dwarven-steel helm 'Flarevortex' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +2 Dex Changes resistances: +6% fire Disease immunity: +5% Teleport immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Malorelach' (0 def, 4 armour) dwarven-steel helm 'Malorelach' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +12% cold / +9% fire Spell save: +3 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Nimbusonslaught' (0 def, 7 armour) dwarven-steel helm 'Nimbusonslaught' (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 40% chance to daze Changes resistances: +3% acid / +15% lightning Changes resistances penetration: +5% acid Changes damage: +3% acid Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Sootream' (0 def, 4 armour) dwarven-steel helm 'Sootream' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +3% darkness / +3% fire Changes resistances penetration: +5% darkness Changes damage: +9% darkness Stamina when hit: +1.00 Equilibrium when hit: +1.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of constitution (+4) (0 def, 4 armour) dwarven-steel helm of constitution (+4) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of ire (0 def, 4 armour) dwarven-steel helm of ire (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +1 Con Physical save: +5 (+0 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 12 cooldown : Effective talent level: 4.4 Power cost: 12 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 31 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearwoven cashmere wizard hat of corrosion (+16%) (2 def, 0 armour) fearwoven cashmere wizard hat of corrosion (+16%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% acid / +8% physical / +10% darkness Changes damage: +11% acid / +11% physical / +11% darkness Maximum hate: +7.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
grounding hardened leather cap of fortune (0 def, 3 armour) grounding hardened leather cap of fortune (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Changes stats: +8 Lck Changes resistances: +5% lightning / +8% temporal Spell crit. chance: +2% Mental crit. chance: +4% A cap made of leather. |
grounding hardened leather cap of strength (+4) (0 def, 3 armour) grounding hardened leather cap of strength (+4) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +7% lightning / +9% temporal A cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour) grounding iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Airking' (0 def, 6 armour) hardened leather cap 'Airking' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 15% chance to daze Equilibrium when hit: +0.16 Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +10 A cap made of leather. |
hardened leather cap 'Blazewill' (0 def, 3 armour) hardened leather cap 'Blazewill' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag / +5 Wil Changes resistances: +6% darkness / +9% fire Changes resistances penetration: +5% fire Changes damage: +13% blight / +12% fire / +11% arcane Spell crit. chance: +3% A cap made of leather. |
insulating cashmere wizard hat of nature (+7%) (2 def, 0 armour) insulating cashmere wizard hat of nature (+7%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% fire / +18% nature / +11% cold Changes damage: +12% nature A pointy cloth hat, very wizardly... |
insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour) insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +5% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Ebonytouch' (0 def, 3 armour) iron helm 'Ebonytouch' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% arcane / +3% nature / +17% darkness / +12% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of knowledge (0 def, 3 armour) iron helm of knowledge (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +3 Wil Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Earystir' (1 def, 0 armour) linen wizard hat 'Earystir' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% nature / +6% blight Changes damage: +10% nature Mental save: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of fire (+15%) (1 def, 0 armour) linen wizard hat of fire (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour) linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of lightning (+15%) (1 def, 0 armour) mindwoven linen wizard hat of lightning (+15%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% lightning Changes damage: +10% lightning Psi each turn: +0.10 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
miner's hardened leather cap of dexterity (+4) (0 def, 6 armour) miner's hardened leather cap of dexterity (+4) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +4 Dex Infravision radius: +2 A cap made of leather. |
prismatic hardened leather cap of trickery (0 def, 3 armour) prismatic hardened leather cap of trickery (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes resistances: +12% light / +12% darkness A cap made of leather. |
prismatic iron helm of the depths (0 def, 3 armour) prismatic iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold / +11% light / +10% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Zubigatha' (0 def, 1 armour) rough leather cap 'Zubigatha' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +3 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Con Changes resistances: +2% physical A cap made of leather. |
rough leather cap of sanctity (0 def, 1 armour) rough leather cap of sanctity (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% blight / +6% darkness Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Circle of Sanctity, placing all other charms into a 13 cooldown : Effective talent level: 6.6 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 5 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 9 turns. A cap made of leather. |
spellwoven linen wizard hat of darkness (+16%) (1 def, 0 armour) spellwoven linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% darkness Changes damage: +11% darkness Mana each turn: +0.12 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
starseer's cashmere wizard hat (2 def, 0 armour) starseer's cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of strength (+6) (0 def, 3 armour) thaloren hardened leather cap of strength (+6) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +3 Wil Changes resistances: +7% blight Mental save: +9 (+3 eff.) A cap made of leather. |
Beluzilahad (2 def, 10 armour) Beluzilahad (2 def, 10 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +6% light Life regen: +1.60 Maximum life: +46.00 Healing mod.: +15% A suit of armour made of mail. |
Betomina (2 def, 6 armour) Betomina (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 7 light / 4 arcane / 8 mind Changes stats: +3 Wil Changes resistances: +17% blight / +5% arcane / +9% mind / +17% darkness Light radius: +2 A suit of armour made of mail. |
Corpsetide (2 def, 6 armour) Corpsetide (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 nature Changes resistances: +16% fire Maximum encumbrance: +30 Stamina each turn: +0.20 A suit of armour made of mail. |
Darksever the steel mail armour (2 def, 6 armour) Darksever the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 lightning Changes resistances: +6% darkness / +15% cold Changes damage: +6% darkness A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 25 power out of 60/60) : Effective talent level: 4.4 Power cost: 25 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 6 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Islodatira (2 def, 12 armour) Islodatira (2 def, 12 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +12 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to disease Maximum life: +20.00 A suit of armour made of mail. |
Polona the Thunderbloom (4 def, 8 armour) Polona the Thunderbloom (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to blind * 15% chance to daze Changes resistances: +21% acid Changes resistances penetration: +10% light / +5% lightning Changes damage: +6% lightning Light radius: +1 A suit of armour made of mail. |
Scumraze (3 def, 8 armour) Scumraze (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 13 physical Changes damage: +3% nature / +3% light A suit of armour made of mail. |
Starzephyr the dwarven-steel mail armour (3 def, 8 armour) Starzephyr the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +3 Cun / +1 Con Changes damage: +6% light Maximum life: +31.00 A suit of armour made of mail. |
Voidzephyr the steel mail armour (2 def, 6 armour) Voidzephyr the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +1 Wil Changes resistances: +19% lightning / +9% darkness Changes resistances penetration: +10% darkness Reduces incoming crit damage: 10.00% See invisible: +6 A suit of armour made of mail. |
Zerydar the steel mail armour (2 def, 6 armour) Zerydar the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +15% cold Changes resistances penetration: +10% mind Mental save: +20 (+7 eff.) Maximum hate: +4.00 A suit of armour made of mail. |
cleansing steel mail armour of lightning resistance (2 def, 6 armour) cleansing steel mail armour of lightning resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +15% lightning / +11% nature / +12% blight A suit of armour made of mail. |
dwarven-steel mail armour 'Lavabiter' (3 def, 8 armour) dwarven-steel mail armour 'Lavabiter' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +4 Str / +5 Con Changes resistances: +9% fire Changes resistances penetration: +20% fire Changes damage: +6% fire Maximum life: +55.00 A suit of armour made of mail. |
dwarven-steel mail armour 'Pitchpride' (3 def, 8 armour) dwarven-steel mail armour 'Pitchpride' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +17% acid Changes resistances penetration: +10% darkness Changes damage: +3% blight A suit of armour made of mail. |
dwarven-steel mail armour of implacability (3 def, 12 armour) dwarven-steel mail armour of implacability (3 def, 12 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Physical save: +6 (+0 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour of fire resistance (3 def, 8 armour) enlightening dwarven-steel mail armour of fire resistance (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +5 Cun / +3 Wil Changes resistances: +17% fire Mental save: +13 (+4 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour of stability (3 def, 8 armour) enlightening dwarven-steel mail armour of stability (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +3 Cun / +4 Wil Changes resistances: +6% physical Physical save: +13 (+0 eff.) Mental save: +10 (+3 eff.) A suit of armour made of mail. |
enlightening steel mail armour of Eyal (2 def, 6 armour) enlightening steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +5 Cun / +5 Wil Mental save: +14 (+5 eff.) Life regen: +1.20 Maximum life: +58.00 Healing mod.: +14% A suit of armour made of mail. |
enlightening steel mail armour of natural resilience (2 def, 6 armour) enlightening steel mail armour of natural resilience (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +3 Cun / +3 Wil Changes resistances: +12% nature / +11% blight Reduced damage from: +6% Unnatural Mental save: +15 (+5 eff.) A suit of armour made of mail. |
enlightening steel mail armour of resilience (2 def, 6 armour) enlightening steel mail armour of resilience (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +4 Cun / +3 Wil Mental save: +11 (+4 eff.) Maximum life: +35.00 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 16 armour) impenetrable dwarven-steel mail armour of cold resistance (3 def, 16 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +18% cold A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of lightning resistance (3 def, 16 armour) impenetrable dwarven-steel mail armour of lightning resistance (3 def, 16 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +18% lightning A suit of armour made of mail. |
impenetrable iron mail armour of spell shielding (2 def, 9 armour) impenetrable iron mail armour of spell shielding (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% arcane Spell save: +11 (+0 eff.) A suit of armour made of mail. |
iron mail armour of command (8 def, 8 armour) iron mail armour of command (8 def, 8 armour)Requires: - Strength 14 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +1 Cun Mental save: +10 (+3 eff.) A suit of armour made of mail. |
prismatic dwarven-steel mail armour of delving (3 def, 8 armour) prismatic dwarven-steel mail armour of delving (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +4 Str Changes resistances: +7% physical / +25% darkness / +12% light Light radius: +1 It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 4.4 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
prismatic iron mail armour of lightning resistance (2 def, 4 armour) prismatic iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% lightning / +11% light / +11% darkness A suit of armour made of mail. |
spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour) spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 11 physical Changes resistances: +17% temporal A suit of armour made of mail. |
spiked iron mail armour (2 def, 4 armour) spiked iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 12 physical A suit of armour made of mail. |
spiked iron mail armour of fire resistance (2 def, 4 armour) spiked iron mail armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +16% fire A suit of armour made of mail. |
steel mail armour 'Bileripper' (2 def, 6 armour) steel mail armour 'Bileripper' (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +1 Str / +2 Dex / +1 Cun Changes resistances: +16% fire Changes damage: +3% nature A suit of armour made of mail. |
steel mail armour 'Boltparry' (2 def, 6 armour) steel mail armour 'Boltparry' (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +16% acid / +6% lightning Maximum encumbrance: +10 Physical save: +6 (+0 eff.) Stamina each turn: +0.20 A suit of armour made of mail. |
steel mail armour 'Wretchraze' (2 def, 10 armour) steel mail armour 'Wretchraze' (2 def, 10 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Changes resistances: +7% acid / +7% cold / +6% mind Changes damage: +3% nature Allows you to breathe in: water Stun/Freeze immunity: +5% A suit of armour made of mail. |
stralite mail armour 'Delaran' (4 def, 8 armour) stralite mail armour 'Delaran' (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid / 12 physical / 8 arcane Changes damage: +6% acid A suit of armour made of mail. |
Aerutha the rough leather armour (1 def, 2 armour) Aerutha the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +2 Str Changes resistances: +17% acid A suit of armour made of leather. |
Ebonyidol the hardened leather armour (3 def, 6 armour) Ebonyidol the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 darkness Changes resistances: +7% arcane / +3% darkness Changes resistances penetration: +10% darkness Spell save: +15 (+0 eff.) A suit of armour made of leather. |
Khelidur the reinforced leather armour (4 def, 7 armour) Khelidur the reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 7 darkness Damage when hit (Melee): 8 blight Changes resistances: +16% darkness / +22% temporal Maximum mana: +20.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +4% Defense after a teleport: +18 Resist all after a teleport: +11% New effects duration reduction after a teleport: +14% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 11 turns. A suit of armour made of leather. |
Lelutorain (6 def, 10 armour) Lelutorain (6 def, 10 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +7% Damage (Melee): 13 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +16% acid / +16% fire / +3% darkness / +3% cold Silence immunity: +10% Stun/Freeze immunity: +10% A suit of armour made of leather. |
Lisyssra (3 def, 6 armour) Lisyssra (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes stats: +2 Str / +2 Con Changes damage: +3% blight Spellpower: +6 (+2 eff.) A suit of armour made of leather. |
Porilrada the cured leather armour (2 def, 4 armour) Porilrada the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +3 Wil Changes resistances: +14% light / +10% darkness Critical mult.: +5.00% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% A suit of armour made of leather. |
Sparkfame the cured leather armour (2 def, 4 armour) Sparkfame the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +15% lightning / +6% physical Changes resistances penetration: +10% lightning Physical save: +12 (+0 eff.) Life regen: +3.50 Healing mod.: +13% A suit of armour made of leather. |
Xudhethra the hardened leather armour (3 def, 6 armour) Xudhethra the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 5 light Changes stats: +3 Wil Changes resistances: +21% blight / +18% darkness / +9% nature Physical save: +3 (+0 eff.) Disease immunity: +10% Light radius: +1 A suit of armour made of leather. |
cleansing hardened leather armour of cold resistance (3 def, 6 armour) cleansing hardened leather armour of cold resistance (3 def, 6 armour)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight / +17% cold / +12% nature A suit of armour made of leather. |
cleansing reinforced leather armour of the deep (4 def, 8 armour) cleansing reinforced leather armour of the deep (4 def, 8 armour)Requires: - Strength 18 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +7% acid / +6% cold / +13% nature / +13% blight Allows you to breathe in: water A suit of armour made of leather. |
cleansing rough leather armour of resilience (1 def, 2 armour) cleansing rough leather armour of resilience (1 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +11% nature / +11% blight Maximum life: +22.00 A suit of armour made of leather. |
cured leather armour 'Manevor' (2 def, 4 armour) cured leather armour 'Manevor' (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +1 Wil Changes resistances: +6% arcane Spell save: +10 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +6 A suit of armour made of leather. |
cured leather armour of stability (2 def, 4 armour) cured leather armour of stability (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +6% physical Physical save: +13 (+0 eff.) A suit of armour made of leather. |
enlightening cured leather armour of acid resistance (2 def, 4 armour) enlightening cured leather armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Wil Changes resistances: +16% acid Mental save: +12 (+4 eff.) A suit of armour made of leather. |
enlightening reinforced leather armour of delving (4 def, 7 armour) enlightening reinforced leather armour of delving (4 def, 7 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Wil / +6 Cun Changes resistances: +14% darkness / +13% physical Mental save: +16 (+5 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 4.4 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
hardened leather armour 'Emelogatira' (3 def, 6 armour) hardened leather armour 'Emelogatira' (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +3 Str / +1 Con Changes resistances: +21% lightning Reduces incoming crit damage: 10.00% Spell crit. chance: +1% A suit of armour made of leather. |
hardened leather armour 'Glenn' (8 def, 6 armour) hardened leather armour 'Glenn' (8 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to corrode armour Changes stats: +6 Str / +6 Dex Changes resistances: +9% acid Physical save: +14 (+0 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% A suit of armour made of leather. |
hardened leather armour of lightning resistance (3 def, 6 armour) hardened leather armour of lightning resistance (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +19% lightning A suit of armour made of leather. |
nimble hardened leather armour of acid resistance (8 def, 6 armour) nimble hardened leather armour of acid resistance (8 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +4 Dex Changes resistances: +21% acid Movement speed: +20% A suit of armour made of leather. |
nimble reinforced leather armour (10 def, 7 armour) nimble reinforced leather armour (10 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +3 Dex Movement speed: +20% A suit of armour made of leather. |
prismatic cured leather armour (2 def, 4 armour) prismatic cured leather armour (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +10% light / +10% darkness A suit of armour made of leather. |
reinforced leather armour of spell shielding (4 def, 7 armour) reinforced leather armour of spell shielding (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +6% arcane Spell save: +13 (+0 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of Eyal (2 def, 4 armour) rejuvenating cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +4.10 Stamina each turn: +0.80 Maximum life: +40.00 Healing mod.: +12% A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (2 def, 4 armour) rejuvenating cured leather armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +16% cold Life regen: +2.00 Stamina each turn: +0.60 A suit of armour made of leather. |
searing reinforced leather armour (4 def, 7 armour) searing reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage (Melee): 13 acid / 14 fire Damage when hit (Melee): 8 acid / 8 fire Changes resistances: +14% acid / +10% fire A suit of armour made of leather. |
spiked cured leather armour of acid resistance (2 def, 4 armour) spiked cured leather armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +17% acid A suit of armour made of leather. |
spiked cured leather armour of clarity (2 def, 4 armour) spiked cured leather armour of clarity (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +6% mind Mental save: +12 (+4 eff.) A suit of armour made of leather. |
spiked hardened leather armour of Toknor (3 def, 6 armour) spiked hardened leather armour of Toknor (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 10 physical Critical mult.: +13.00% A suit of armour made of leather. |
spiked hardened leather armour of cold resistance (3 def, 6 armour) spiked hardened leather armour of cold resistance (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 11 physical Changes resistances: +16% cold A suit of armour made of leather. |
spiked hardened leather armour of fire resistance (3 def, 6 armour) spiked hardened leather armour of fire resistance (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +21% fire A suit of armour made of leather. |
spiked hardened leather armour of resilience (3 def, 6 armour) spiked hardened leather armour of resilience (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 10 physical Maximum life: +28.00 A suit of armour made of leather. |
spiked rough leather armour of lightning resistance (1 def, 2 armour) spiked rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% lightning A suit of armour made of leather. |
troll-hide cured leather armour of cold resistance (2 def, 4 armour) troll-hide cured leather armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +16% cold Life regen: +3.20 Healing mod.: +11% A suit of armour made of leather. |
troll-hide hardened leather armour of lightning resistance (3 def, 6 armour) troll-hide hardened leather armour of lightning resistance (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +17% lightning Life regen: +4.30 Healing mod.: +10% A suit of armour made of leather. |
troll-hide reinforced leather armour of command (12 def, 12 armour) troll-hide reinforced leather armour of command (12 def, 12 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +2 Cun Mental save: +15 (+5 eff.) Life regen: +6.00 Healing mod.: +17% A suit of armour made of leather. |
Duriradig (7 def, 13 armour) Duriradig (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes resistances: +21% cold Maximum psi: +40.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of metal plates. |
Glitterwilter the dwarven-steel plate armour (5 def, 11 armour) Glitterwilter the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +6% mind Changes resistances penetration: +10% light Changes damage: +3% arcane Mental save: +11 (+4 eff.) Life regen: +2.10 Maximum life: +79.00 Spellpower: +4 (+1 eff.) Healing mod.: +16% A suit of armour made of metal plates. |
Gymira the Glarestrike (7 def, 13 armour) Gymira the Glarestrike (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light / 8 temporal Changes resistances penetration: +10% temporal Changes damage: +6% temporal Life regen: +4.70 Stamina each turn: +1.60 Light radius: +2 A suit of armour made of metal plates. |
Isyth the steel plate armour (4 def, 9 armour) Isyth the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 16 physical Changes stats: +1 Str Changes resistances: +5% physical Reduces incoming crit damage: 15.00% Physical save: +13 (+0 eff.) Life regen: +1.60 Maximum life: +54.00 Healing mod.: +12% A suit of armour made of metal plates. |
Kindletouch the stralite plate armour (7 def, 13 armour) Kindletouch the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes resistances: +17% acid Light radius: +3 A suit of armour made of metal plates. |
Murkstreaker (5 def, 11 armour) Murkstreaker (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +3% darkness / +15% fire Changes damage: +3% fire A suit of armour made of metal plates. |
Polibrenn the Daybreeze (7 def, 13 armour) Polibrenn the Daybreeze (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 physical / 8 temporal Changes damage: +3% light / +9% temporal A suit of armour made of metal plates. |
Porotira (7 def, 13 armour) Porotira (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes resistances: +6% temporal / +23% cold Changes resistances penetration: +10% arcane / +15% temporal A suit of armour made of metal plates. |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +12 (+4 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Vorewe the stralite plate armour (7 def, 13 armour) Vorewe the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +1 Cun Changes resistances: +26% lightning / +6% fire Psi when hit: +0.08 A suit of armour made of metal plates. |
Zayarin the Cleanseknave (4 def, 18 armour) Zayarin the Cleanseknave (4 def, 18 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +3% darkness Changes resistances penetration: +10% nature Changes damage: +3% nature A suit of armour made of metal plates. |
cleansing iron plate armour (3 def, 7 armour) cleansing iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +10% nature / +10% blight A suit of armour made of metal plates. |
dwarven-steel plate armour 'Aruldarilaith' (5 def, 11 armour) dwarven-steel plate armour 'Aruldarilaith' (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Wil / +5 Cun / +1 Con Mental save: +16 (+5 eff.) Only die when reaching: -80.00 life A suit of armour made of metal plates. |
dwarven-steel plate armour 'Vorinor' (5 def, 11 armour) dwarven-steel plate armour 'Vorinor' (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Str / +4 Con Changes resistances: +3% blight / +3% temporal Reduces incoming crit damage: 10.00% Spell save: +12 (+0 eff.) Pinning immunity: +10% Maximum life: +60.00 A suit of armour made of metal plates. |
dwarven-steel plate armour of lightning resistance (5 def, 11 armour) dwarven-steel plate armour of lightning resistance (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +19% lightning A suit of armour made of metal plates. |
fortifying dwarven-steel plate armour (5 def, 11 armour) fortifying dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Str / +4 Con Maximum life: +30.00 A suit of armour made of metal plates. |
prismatic steel plate armour (4 def, 9 armour) prismatic steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +12% light / +11% darkness A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of acid resistance (5 def, 11 armour) radiant dwarven-steel plate armour of acid resistance (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +10% blight / +16% darkness / +20% acid Light radius: +1 A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of command (12 def, 16 armour) radiant dwarven-steel plate armour of command (12 def, 16 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +12 (+6 eff.) Fatigue: +24% Damage when hit (Melee): 4 light Changes stats: +3 Cun / +3 Wil Changes resistances: +19% blight / +19% darkness Mental save: +13 (+4 eff.) Light radius: +2 A suit of armour made of metal plates. |
rejuvenating steel plate armour of lightning resistance (4 def, 9 armour) rejuvenating steel plate armour of lightning resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +15% lightning Life regen: +2.40 Stamina each turn: +0.70 A suit of armour made of metal plates. |
spiked dwarven-steel plate armour (5 def, 11 armour) spiked dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 11 physical A suit of armour made of metal plates. |
spiked steel plate armour of acid resistance (4 def, 9 armour) spiked steel plate armour of acid resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 11 physical Changes resistances: +15% acid A suit of armour made of metal plates. |
steel plate armour 'Silyreravena' (4 def, 9 armour) steel plate armour 'Silyreravena' (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +6% blight / +18% cold / +6% light Disarm immunity: +5% Knockback immunity: +10% A suit of armour made of metal plates. |
steel plate armour of clarity (4 def, 9 armour) steel plate armour of clarity (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +6% mind Mental save: +13 (+4 eff.) A suit of armour made of metal plates. |
steel plate armour of resilience (4 def, 9 armour) steel plate armour of resilience (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Maximum life: +27.00 A suit of armour made of metal plates. |
stralite plate armour 'Gorumas' (7 def, 13 armour) stralite plate armour 'Gorumas' (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +8% physical Changes resistances penetration: +15% arcane Changes damage: +6% blight Physical save: +13 (+0 eff.) A suit of armour made of metal plates. |
stralite plate armour of the dragon (7 def, 13 armour) stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +3 Str / +4 Con Changes resistances: +8% acid / +9% physical / +7% cold / +8% lightning / +9% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +28% Knockback immunity: +29% A suit of armour made of metal plates. |
Cyromithra the steel shield (6 def, 2 armour, 100% power, 37.5 block) Cyromithra the steel shield (6 def, 2 armour, 100% power, 37.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 147% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 Damage (Melee): +13 fire When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 fire / 12 physical Changes stats: +2 Str Changes resistances: +11% fire Talent granted: +2 Block Handheld deflection devices. |
Ereledas (8 def, 2 armour, 100% power, 75.5 block) Ereledas (8 def, 2 armour, 100% power, 75.5 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 165% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +76 Damage (Melee): +15 cold When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 8 cold Damage when hit (Melee): 15 ice Changes resistances: +3% acid / +3% mind / +5% arcane Talent granted: +3 Block Handheld deflection devices. |
Erisaldir (16 def, 13 armour, 100% power, 212 block) Erisaldir (16 def, 13 armour, 100% power, 212 block)Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +212 On weapon hit: * 21% chance to daze Damage (Melee): +16 lightning When wielded/worn: Armour: +13 Defense: +16 (+8 eff.) Ranged Defense: +16 (+4 eff.) Fatigue: +14% Damage (Melee): 7 lightning Effects when hit in melee: * 14% chance to daze Damage when hit (Melee): 17 lightning Changes stats: +4 Dex / +4 Con Changes resistances: +14% lightning / +3% temporal Talent granted: +4 Block Physical save: +5 (+0 eff.) Silence immunity: +10% Handheld deflection devices. |
Goreldil (8 def, 2 armour, 100% power, 80 block) Goreldil (8 def, 2 armour, 100% power, 80 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 162% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +80 Damage (Melee): +13 cold When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 14 ice Changes damage: +6% mind Talent granted: +3 Block Mental save: +9 (+3 eff.) Mindpower: +6 (+2 eff.) See invisible: +3 Handheld deflection devices. |
Heatwild (6 def, 2 armour, 100% power, 40.5 block) Heatwild (6 def, 2 armour, 100% power, 40.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 Damage (Melee): +8 fire When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +19% fire Talent granted: +2 Block Handheld deflection devices. |
Hysalin the Pyrehunter (6 def, 2 armour, 100% power, 38 block) Hysalin the Pyrehunter (6 def, 2 armour, 100% power, 38 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 Damage (Melee): +12 fire When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 18 fire Changes stats: +1 Str / +1 Dex / +1 Wil Changes resistances: +21% fire Talent granted: +2 Block Handheld deflection devices. |
Nerubreldavena the steel shield (6 def, 2 armour, 100% power, 40.5 block) Nerubreldavena the steel shield (6 def, 2 armour, 100% power, 40.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 146% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +1 Mag Changes resistances: +15% lightning / +15% cold / +10% mind / +3% acid Grants telepathy: Demon/Minor Demon/Major Talent granted: +2 Block Handheld deflection devices. |
Poluriamira the Glitterspire (6 def, 2 armour, 100% power, 36.5 block) Poluriamira the Glitterspire (6 def, 2 armour, 100% power, 36.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +36 On weapon hit: * 40% chance to blind Damage (Melee): +4 mind When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 8 light Changes resistances: +10% mind Talent granted: +2 Block Light radius: +1 Handheld deflection devices. |
Raguhad (6 def, 7 armour, 100% power, 75.5 block) Raguhad (6 def, 7 armour, 100% power, 75.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 136% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +76 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances penetration: +5% mind Talent granted: +2 Block Light radius: +1 Infravision radius: +3 Handheld deflection devices. |
Yvygawyn (10 def, 2 armour, 100% power, 137.5 block) Yvygawyn (10 def, 2 armour, 100% power, 137.5 block)Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +138 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +1 Dex / +2 Con Changes resistances: +12% physical Talent granted: +4 Block Healing mod.: +15% Handheld deflection devices. |
acidic dwarven-steel shield of fire resistance (+20%) (8 def, 2 armour, 100% power, 76.5 block) acidic dwarven-steel shield of fire resistance (+20%) (8 def, 2 armour, 100% power, 76.5 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 157% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +76 On weapon hit: * 18% chance to corrode armour When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 16 acid Changes resistances: +20% fire Talent granted: +3 Block Handheld deflection devices. |
acidic iron shield of mind resistance (+11%) (4 def, 2 armour, 100% power, 21.5 block) acidic iron shield of mind resistance (+11%) (4 def, 2 armour, 100% power, 21.5 block)Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 On weapon hit: * 11% chance to corrode armour When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 5 acid Damage when hit (Melee): 12 acid Changes resistances: +11% mind Talent granted: +1 Block Handheld deflection devices. |
acidic iron shield of purity (4 def, 2 armour, 100% power, 19 block) acidic iron shield of purity (4 def, 2 armour, 100% power, 19 block)Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +19 On weapon hit: * 12% chance to corrode armour When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 12 acid Changes resistances: +11% nature / +10% blight Talent granted: +1 Block Handheld deflection devices. |
acidic steel shield of physical resistance (+11%) (6 def, 2 armour, 100% power, 37 block) acidic steel shield of physical resistance (+11%) (6 def, 2 armour, 100% power, 37 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +37 On weapon hit: * 12% chance to corrode armour When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 10 acid Changes resistances: +11% physical Talent granted: +2 Block Handheld deflection devices. |
corrosive dwarven-steel shield of fire resistance (+11%) (8 def, 2 armour, 100% power, 82 block) corrosive dwarven-steel shield of fire resistance (+11%) (8 def, 2 armour, 100% power, 82 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +82 Damage (Melee): +13 acid When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to corrode armour Changes stats: +2 Con Changes resistances: +11% acid / +17% fire Talent granted: +3 Block Handheld deflection devices. |
coruscating stralite shield of crushing (10 def, 2 armour, 100% power, 142 block) coruscating stralite shield of crushing (10 def, 2 armour, 100% power, 142 block)Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 185% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +142 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +13 fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 21 fire Changes stats: +3 Str Changes resistances: +14% fire Talent granted: +4 Block Handheld deflection devices. |
crackling dwarven-steel shield of lightning resistance (+29%) (8 def, 2 armour, 100% power, 76.5 block) crackling dwarven-steel shield of lightning resistance (+29%) (8 def, 2 armour, 100% power, 76.5 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +76 Damage (Melee): +12 lightning When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to daze Changes stats: +3 Dex Changes resistances: +29% lightning Talent granted: +3 Block Handheld deflection devices. |
crackling dwarven-steel shield of purity (8 def, 2 armour, 100% power, 79.5 block) crackling dwarven-steel shield of purity (8 def, 2 armour, 100% power, 79.5 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +80 Damage (Melee): +12 lightning When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to daze Changes stats: +3 Dex Changes resistances: +12% lightning / +13% nature / +12% blight Talent granted: +3 Block Handheld deflection devices. |
crackling steel shield of radiance (6 def, 2 armour, 100% power, 42 block) crackling steel shield of radiance (6 def, 2 armour, 100% power, 42 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +42 Damage (Melee): +10 light / +11 lightning When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to blind * 12% chance to daze Changes stats: +2 Dex / +2 Mag / +3 Con Changes resistances: +10% light / +11% lightning Talent granted: +2 Block Handheld deflection devices. |
deflecting steel shield of mind resistance (+10%) (10 def, 2 armour, 100% power, 43 block) deflecting steel shield of mind resistance (+10%) (10 def, 2 armour, 100% power, 43 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 145% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +43 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +10% mind Talent granted: +2 Block Deflect projectiles away: +5% Handheld deflection devices. |
deflecting steel shield of physical resistance (+11%) (12 def, 2 armour, 100% power, 39.5 block) deflecting steel shield of physical resistance (+11%) (12 def, 2 armour, 100% power, 39.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +2 Defense: +12 (+6 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +11% physical Talent granted: +2 Block Deflect projectiles away: +6% Handheld deflection devices. |
dwarven-steel shield 'Zubydhenor' (8 def, 8 armour, 100% power, 118.5 block) dwarven-steel shield 'Zubydhenor' (8 def, 8 armour, 100% power, 118.5 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +118 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Silence immunity: +15% Handheld deflection devices. |
dwarven-steel shield of earthen fury (8 def, 9 armour, 100% power, 76 block) dwarven-steel shield of earthen fury (8 def, 9 armour, 100% power, 76 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +76 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +9 Armour Hardiness: +5% Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% physical Talent granted: +3 Block Handheld deflection devices. |
dwarven-steel shield of reflection (8 def, 2 armour, 100% power, 74.5 block) dwarven-steel shield of reflection (8 def, 2 armour, 100% power, 74.5 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 155% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +74 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +11% light / +13% darkness Talent granted: +3 Block Handheld deflection devices. |
flaming dwarven-steel shield (8 def, 2 armour, 100% power, 78 block) flaming dwarven-steel shield (8 def, 2 armour, 100% power, 78 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 163% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +78 Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 5 fire Damage when hit (Melee): 10 fire Talent granted: +3 Block Handheld deflection devices. |
flaming steel shield of radiance (6 def, 2 armour, 100% power, 37 block) flaming steel shield of radiance (6 def, 2 armour, 100% power, 37 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +37 Damage (Melee): +11 light Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 7 fire Effects when hit in melee: * 10% chance to blind Damage when hit (Melee): 10 fire Changes stats: +3 Mag / +4 Con Changes resistances: +13% light Talent granted: +2 Block Handheld deflection devices. |
icy dwarven-steel shield of resilience (8 def, 2 armour, 100% power, 77 block) icy dwarven-steel shield of resilience (8 def, 2 armour, 100% power, 77 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +77 Damage (Melee): +12 cold When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 6 cold Damage when hit (Melee): 12 ice Talent granted: +3 Block Maximum life: +75.00 Handheld deflection devices. |
icy steel shield of cold resistance (+18%) (6 def, 2 armour, 100% power, 40.5 block) icy steel shield of cold resistance (+18%) (6 def, 2 armour, 100% power, 40.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 143% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 Damage (Melee): +11 cold When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 7 cold Damage when hit (Melee): 10 ice Changes resistances: +18% cold Talent granted: +2 Block Handheld deflection devices. |
living iron shield (4 def, 2 armour, 100% power, 20 block) living iron shield (4 def, 2 armour, 100% power, 20 block)Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 Damage (Melee): +10 nature When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 nature Changes resistances: +11% nature / +10% blight Talent granted: +1 Block Maximum life: +41.00 Handheld deflection devices. |
reinforced iron shield of fire resistance (+15%) (4 def, 6 armour, 100% power, 45.5 block) reinforced iron shield of fire resistance (+15%) (4 def, 6 armour, 100% power, 45.5 block)Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +46 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
reinforced steel shield of physical resistance (+11%) (6 def, 6 armour, 100% power, 64 block) reinforced steel shield of physical resistance (+11%) (6 def, 6 armour, 100% power, 64 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +64 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +11% physical Talent granted: +2 Block Handheld deflection devices. |
reinforced steel shield of radiance (6 def, 7 armour, 100% power, 56 block) reinforced steel shield of radiance (6 def, 7 armour, 100% power, 56 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 147% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +56 Damage (Melee): +11 light When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 13% chance to blind Changes stats: +2 Mag / +3 Con Changes resistances: +10% light Talent granted: +2 Block Handheld deflection devices. |
shocking steel shield of fire resistance (+16%) (6 def, 2 armour, 100% power, 40.5 block) shocking steel shield of fire resistance (+16%) (6 def, 2 armour, 100% power, 40.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 On weapon hit: * 12% chance to daze When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 16 lightning Changes resistances: +16% fire Talent granted: +2 Block Handheld deflection devices. |
stralite shield 'Umbrabreak' (10 def, 2 armour, 100% power, 140 block) stralite shield 'Umbrabreak' (10 def, 2 armour, 100% power, 140 block)Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 Damage (Melee): +14 lightning / +17 temporal / +4 darkness Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +12 darkness When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 14% chance to daze Damage when hit (Melee): 8 light / 13 temporal Changes stats: +3 Dex Changes resistances: +17% lightning / +15% temporal / +15% mind / +3% darkness Talent granted: +4 Block Light radius: +2 It can be used to activate talent Time Shield, placing all other charms into a 13 cooldown : Effective talent level: 4.4 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (498) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Aluldir the Burntide (20/20, 177% power, 14 apr) Aluldir the Burntide (20/20, 177% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 177% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 20 On weapon hit: * 10% chance to gain 10% of a turn Damage (Ranged): +15 temporal / +4 fire Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +4 fire Arrows are used with bows to pierce your foes to death. |
Charlace the quiver of ash arrows (16/16, 150% power, 7 apr) Charlace the quiver of ash arrows (16/16, 150% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 150% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 On weapon crit: * splashes the target with acid Damage (Ranged): +9 acid / +20 fire / +24 blight Arrows are used with bows to pierce your foes to death. |
Emima the quiver of ash arrows (20/20, 146% power, 7 apr) Emima the quiver of ash arrows (20/20, 146% power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 147% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 20 On weapon hit: * Slows global speed by 20% Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
Unrugas the quiver of yew arrows (19/19, 164% power, 14 apr) Unrugas the quiver of yew arrows (19/19, 164% power, 14 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 164% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Capacity: 19 Travel speed: +100% Damage (Ranged): +8 cold Arrows are used with bows to pierce your foes to death. |
barbed quiver of elm arrows of wind (20/20, 143% power, 5 apr) barbed quiver of elm arrows of wind (20/20, 143% power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 144% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 20 On weapon hit: * 10% chance to create an air burst On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +5 bleed Arrows are used with bows to pierce your foes to death. |
blazing quiver of ash arrows of erosion (17/17, 145% power, 7 apr) blazing quiver of ash arrows of erosion (17/17, 145% power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 146% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 Damage (Ranged): +8 fire / +7 nature / +9 temporal Burst (radius 2) on crit: +7 fire Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows of accuracy (19/19, 158% power, 7 apr) deadly quiver of ash arrows of accuracy (19/19, 158% power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 158% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
deadly quiver of yew arrows of wind (22/22, 172% power, 10 apr) deadly quiver of yew arrows of wind (22/22, 172% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 173% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
flaming quiver of elm arrows (17/17, 140% power, 5 apr) flaming quiver of elm arrows (17/17, 140% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Burst (radius 1) on hit: +11 fire Arrows are used with bows to pierce your foes to death. |
flaming quiver of elven-wood arrows of daylight (22/22, 177% power, 14 apr) flaming quiver of elven-wood arrows of daylight (22/22, 177% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 177% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 Damage (Ranged): +11 light Burst (radius 1) on hit: +11 fire Damage against: +14% Undead Arrows are used with bows to pierce your foes to death. |
flaming quiver of yew arrows of crippling (17/17, 160% power, 10 apr) flaming quiver of yew arrows of crippling (17/17, 160% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 160% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +9.0% Capacity: 17 On weapon crit: * cripple the target Burst (radius 1) on hit: +15 fire Arrows are used with bows to pierce your foes to death. |
hateful quiver of ash arrows (18/18, 150% power, 7 apr) hateful quiver of ash arrows (18/18, 150% power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 150% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 Damage (Ranged): +8 darkness Damage against: +7% Living Arrows are used with bows to pierce your foes to death. |
hateful quiver of ash arrows of crippling (19/19, 148% power, 7 apr) hateful quiver of ash arrows of crippling (19/19, 148% power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 148% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +6.5% Capacity: 19 On weapon crit: * cripple the target Damage (Ranged): +8 darkness Damage against: +5% Living Arrows are used with bows to pierce your foes to death. |
hateful quiver of elven-wood arrows of accuracy (22/22, 173% power, 14 apr) hateful quiver of elven-wood arrows of accuracy (22/22, 173% power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 173% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +19 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 Damage (Ranged): +20 darkness Damage against: +9% Living Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of ash arrows of accuracy (47/47, 146% power, 7 apr) high-capacity quiver of ash arrows of accuracy (47/47, 146% power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 146% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 47 When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of elven-wood arrows of erosion (18/18, 173% power, 14 apr) inquisitor's quiver of elven-wood arrows of erosion (18/18, 173% power, 14 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 174% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 18 On weapon crit: * burns latent spell energy Damage (Ranged): +18 manaburn arcane / +9 nature / +13 temporal Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of yew arrows (22/22, 165% power, 10 apr) plaguebringer's quiver of yew arrows (22/22, 165% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 166% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 8% chance to disease Damage (Ranged): +7 blight Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows of paradox (20/20, 151% power, 7 apr) psychokinetic quiver of ash arrows of paradox (20/20, 151% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 152% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 20 On weapon hit: * 5% chance to gain 10% of a turn * 10% chance to knock the target back Damage (Ranged): +5 temporal / +15 physical Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of yew arrows (20/20, 162% power, 10 apr) psychokinetic quiver of yew arrows (20/20, 162% power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 162% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +27 physical Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (17/17, 148% power, 7 apr) quiver of ash arrows (17/17, 148% power, 7 apr)Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 149% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Coalbolt' (19/19, 146% power, 7 apr) quiver of ash arrows 'Coalbolt' (19/19, 146% power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 146% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 19 On weapon hit: * 40% chance to inflict damage reduction Damage (Ranged): +16 darkness / +5 temporal / +8 nature Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of daylight (19/19, 149% power, 7 apr) quiver of ash arrows of daylight (19/19, 149% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 149% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 19 Damage (Ranged): +7 light Damage against: +5% Undead Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (13/13, 139% power, 5 apr) quiver of elm arrows (13/13, 139% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Starwarden' (23/23, 138% power, 5 apr) quiver of elm arrows 'Starwarden' (23/23, 138% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 139% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 23 On weapon hit: * 20% chance to blind Damage (Ranged): +11 fire Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +6 fire Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Blackweeper' (18/18, 171% power, 14 apr) quiver of elven-wood arrows 'Blackweeper' (18/18, 171% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 171% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 18 On weapon hit: * 40% chance to inflict damage reduction * 20% chance to daze Damage (Ranged): +4 darkness / +8 light Burst (radius 1) on hit: +4 darkness / +4 lightning Damage against: +15% Undead Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (20/20, 165% power, 10 apr) quiver of yew arrows (20/20, 165% power, 10 apr)Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 165% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (20/20, 165% power, 10 apr) quiver of yew arrows (20/20, 165% power, 10 apr)Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 166% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (22/22, 162% power, 10 apr) quiver of yew arrows (22/22, 162% power, 10 apr)Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 162% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (24/24, 165% power, 10 apr) quiver of yew arrows (24/24, 165% power, 10 apr)Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 165% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 24 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Arthikalthomas' (16/16, 165% power, 10 apr) quiver of yew arrows 'Arthikalthomas' (16/16, 165% power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 165% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * 40% chance to disease * 10% chance to knock the target back Damage (Ranged): +16 blight / +30 physical Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Demontyphoon' (20/52, 161% power, 10 apr) quiver of yew arrows 'Demontyphoon' (20/52, 161% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Power: 162% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 52 On weapon hit: * 40% chance to inflict damage reduction On weapon crit: * wounds the target Damage (Ranged): +10 bleed / +8 fire / +4 darkness Burst (radius 1) on hit: +14 fire When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
self-loading quiver of ash arrows of accuracy (18/18, 150% power, 7 apr) self-loading quiver of ash arrows of accuracy (18/18, 150% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 150% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 Turns elapse between self-loadings: 5 Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of elven-wood arrows of accuracy (20/20, 175% power, 14 apr) thought-forged quiver of elven-wood arrows of accuracy (20/20, 175% power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 176% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +16 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 18% chance to cause random gloom Damage (Ranged): +12 mind Arrows are used with bows to pierce your foes to death. |
tundral quiver of elven-wood arrows of purging (21/21, 175% power, 14 apr) tundral quiver of elven-wood arrows of purging (21/21, 175% power, 14 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 175% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +10 nature / +8 cold Burst (radius 2) on crit: +9 cold Arrows are used with bows to pierce your foes to death. |
4 agate 4 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1198 alchemist agate 1198 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. |
5 onyx 5 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Galebraid (dig speed 30 turns) Galebraid (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% nature / +21% lightning Changes resistances penetration: +5% nature Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 31 turns) crystalomancer's dwarven-steel pickaxe (dig speed 31 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Mag Maximum mana: +29.00 Spell crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's iron pickaxe (dig speed 39 turns) crystalomancer's iron pickaxe (dig speed 39 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag Maximum mana: +20.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Issusin' (dig speed 32 turns) dwarven-steel pickaxe 'Issusin' (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Cun / +5 Str Changes damage: +9% arcane Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Ivera' (dig speed 10 turns) dwarven-steel pickaxe 'Ivera' (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% lightning / +9% mind / +6% light Changes resistances penetration: +15% physical Spell save: +10 (+0 eff.) Poison immunity: +15% Lowers spell cool-downs by: 10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns) dwarven-steel pickaxe of Reknor (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% darkness / +5% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of predation (dig speed 22 turns) dwarven-steel pickaxe of predation (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Str / +3 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of predation (dig speed 23 turns) dwarven-steel pickaxe of predation (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Str / +1 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 24 turns) sapper's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +3 Cun / +2 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 31 turns) sapper's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 28 turns) woodsman's dwarven-steel pickaxe (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Airripper the alchemist's lamp Airripper the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +6% acid / +2% physical Physical save: +8 (+0 eff.) Blindness immunity: +5% Pinning immunity: +10% Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
Boltspire the alchemist's lamp Boltspire the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 nature Changes stats: +3 Con Changes resistances: +10% blight Changes damage: +3% lightning Life regen: +2.30 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Delaruigund the Blazepanic Delaruigund the BlazepanicCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +5 Cun Changes resistances: +6% acid Light radius: -7 Infravision radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Gadudil the Sunrain Gadudil the SunrainInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +6 (+1 eff.) Changes damage: +12% fire Physical save: +11 (+0 eff.) Light radius: +3 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
Guchik the alchemist's lamp Guchik the alchemist's lampPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +3 Changes stats: +5 Cun Changes resistances: +7% cold / +7% temporal Critical mult.: +6.00% Mental save: +5 (+2 eff.) Maximum life: +40.00 Light radius: -7 Infravision radius: +6 See stealth: +10 See invisible: +11 Healing mod.: +5% Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
Olefast OlefastInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% acid / +3% cold / +6% mind Only die when reaching: -20.00 life Maximum life: +55.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Radhokaltholin the Dimlady Radhokaltholin the DimladyInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +5 Wil Changes resistances: +6% darkness / +6% light Changes damage: +3% darkness Critical mult.: +12.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Radiancequick the alchemist's lamp Radiancequick the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light / 16 fire Changes resistances: +6% light / +7% fire Changes resistances penetration: +5% arcane Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Windriver WindriverCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun Changes resistances: +3% acid / +6% lightning Changes damage: +9% nature Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Bethodhelle' alchemist's lamp 'Bethodhelle'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Mental save: +10 (+3 eff.) Light radius: +3 See stealth: +11 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Nerodassra' alchemist's lamp 'Nerodassra'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +14 Cun / +5 Mag Changes resistances: +6% darkness / +3% temporal Disease immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +5% Only die when reaching: -20.00 life Spellpower: +10 (+2 eff.) Light radius: -15 Infravision radius: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +7 (+2 eff.) Light radius: +4 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
burglar's alchemist's lamp burglar's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Cun Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
dreamer's alchemist's lamp dreamer's alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +6 (+2 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +6% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp scorching alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +6% fire Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+0 eff.) Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +6 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 4 power out of 9/9) : Effective talent level: 4.4 Power cost: 4 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 342.94 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet 5 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (2/2) Rod of Annulment (2/2)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 13 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (4/4) Rod of Recall (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 83 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glynne the Prismborn (20/20, 179% power, 5 apr) Glynne the Prismborn (20/20, 179% power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 179% Range: 1.2x Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 Damage (Ranged): +8 light Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +16 light Shots are used with slings to pummel your foes to death. |
Hosagar the pouch of steel shots (13/13, 155% power, 2 apr) Hosagar the pouch of steel shots (13/13, 155% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Power: 155% Range: 1.2x Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 13 On weapon hit: * 40% chance to gain 10% of a turn * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Ranged): +9 acid Burst (radius 2) on crit: +4 temporal Shots are used with slings to pummel your foes to death. |
Khelovor the Prismbright (21/21, 175% power, 5 apr) Khelovor the Prismbright (21/21, 175% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 176% Range: 1.2x Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to inflict damage reduction Damage (Ranged): +8 light Burst (radius 1) on hit: +16 light Shots are used with slings to pummel your foes to death. |
Polumina the Flarevalor (16/16, 148% power, 2 apr) Polumina the Flarevalor (16/16, 148% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Power: 149% Range: 1.2x Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 16 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +6 lightning / +6 light / +4 blight Burst (radius 1) on hit: +8 blight / +18 fire Damage against: +9% Undead Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of accuracy (18/18, 151% power, 2 apr) barbed pouch of steel shots of accuracy (18/18, 151% power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 152% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 On weapon crit: * wounds the target Damage (Ranged): +6 bleed Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of daylight (20/20, 148% power, 2 apr) barbed pouch of steel shots of daylight (20/20, 148% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 149% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon crit: * wounds the target Damage (Ranged): +8 light / +7 bleed Damage against: +5% Undead Shots are used with slings to pummel your foes to death. |
deadly pouch of iron shots of wind (19/20, 150% power, 1 apr) deadly pouch of iron shots of wind (19/20, 150% power, 1 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 150% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 20 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
hateful pouch of dwarven-steel shots (20/20, 165% power, 3 apr) hateful pouch of dwarven-steel shots (20/20, 165% power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 166% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +10 darkness Damage against: +9% Living Shots are used with slings to pummel your foes to death. |
hateful pouch of steel shots (22/22, 148% power, 2 apr) hateful pouch of steel shots (22/22, 148% power, 2 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 149% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 22 Damage (Ranged): +7 darkness Damage against: +5% Living Shots are used with slings to pummel your foes to death. |
high-capacity pouch of dwarven-steel shots of wind (48/48, 162% power, 3 apr) high-capacity pouch of dwarven-steel shots of wind (48/48, 162% power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 163% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 48 On weapon hit: * 10% chance to create an air burst Travel speed: +200% When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (16/16, 167% power, 3 apr) pouch of dwarven-steel shots (16/16, 167% power, 3 apr)Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 168% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Armodor' (18/18, 160% power, 3 apr) pouch of dwarven-steel shots 'Armodor' (18/18, 160% power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 161% Range: 1.2x Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 18 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn Damage (Ranged): +10 temporal / +13 nature Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of erosion (17/17, 161% power, 3 apr) pouch of dwarven-steel shots of erosion (17/17, 161% power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 162% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 17 Damage (Ranged): +8 nature / +8 temporal Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of wind (19/20, 159% power, 3 apr) pouch of dwarven-steel shots of wind (19/20, 159% power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 160% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
pouch of iron shots of daylight (19/19, 144% power, 1 apr) pouch of iron shots of daylight (19/19, 144% power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 145% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Damage (Ranged): +7 light Damage against: +6% Undead Shots are used with slings to pummel your foes to death. |
pouch of iron shots of erosion (16/16, 140% power, 1 apr) pouch of iron shots of erosion (16/16, 140% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 140% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 16 Damage (Ranged): +5 nature / +5 temporal Shots are used with slings to pummel your foes to death. |
pouch of iron shots of paradox (22/22, 143% power, 1 apr) pouch of iron shots of paradox (22/22, 143% power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 144% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 22 On weapon hit: * 7% chance to gain 10% of a turn Damage (Ranged): +6 temporal Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Xutta' (18/18, 150% power, 2 apr) pouch of steel shots 'Xutta' (18/18, 150% power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 150% Range: 1.2x Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Mind Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 On weapon hit: * 20% chance to cause random gloom Damage (Ranged): +20 blight Burst (radius 2) on crit: +12 mind Shots are used with slings to pummel your foes to death. |
sentry's pouch of steel shots of crippling (37/37, 152% power, 4 apr) sentry's pouch of steel shots of crippling (37/37, 152% power, 4 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 152% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +11.5% Capacity: 37 Turns elapse between self-loadings: 5 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
storming pouch of steel shots (15/17, 148% power, 2 apr) storming pouch of steel shots (15/17, 148% power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 149% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 Damage (Ranged): +15 lightning Burst (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. |
Belaromirig [power 73] (9 cooldown) Belaromirig [power 73] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Wil Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+1 eff.) Mental crit. chance: +1% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 73 for 7 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+0 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 8 power out of 35/35) : Effective talent level: 3.0 Power cost: 8 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 95 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Yarogagen the steel torque of kinetic psionic shield [power 57] (12 cooldown) Yarogagen the steel torque of kinetic psionic shield [power 57] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances penetration: +5% acid It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 57 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation 'Blazebile' [power 33] (13 cooldown) dwarven-steel torque of psychoportation 'Blazebile' [power 33] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +6% acid / +3% cold / +6% lightning Maximum wards: +3 physical / +5 mind / +5 darkness Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +2 Telekinetic Blast +2 Ward It can be used to teleport randomly (rad 33), putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of charged psionic shield [power 47] (9 cooldown) hateful steel torque of charged psionic shield [power 47] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of charged psionic shield 'Charlord' [power 23] (9 cooldown) iron torque of charged psionic shield 'Charlord' [power 23] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% fire Changes damage: +9% temporal It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 23 for 7 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
iron torque of kinetic psionic shield 'Ereladin' [power 15] (6 cooldown) iron torque of kinetic psionic shield 'Ereladin' [power 15] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% fire Psi when hit: +0.04 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 15 for 7 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 23] (9 cooldown) iron torque of thermal psionic shield [power 23] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 23] (9 cooldown) iron torque of thermal psionic shield [power 23] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of mindblast [power 121] (2 cooldown) quick dwarven-steel torque of mindblast [power 121] (2 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 8 beam (dam 60-121), putting all charms on cooldown for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 45] (9 cooldown) steel torque of charged psionic shield [power 45] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield 'Bethywyn' [power 25] (6 cooldown) steel torque of charged psionic shield 'Bethywyn' [power 25] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes damage: +3% arcane Maximum life: +30.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast [power 237] (3 cooldown) stralite torque of mindblast [power 237] (3 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 8 beam (dam 118-237), putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
Chamedur the Brightwedge [power 140] (9 cooldown) Chamedur the Brightwedge [power 140] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% mind Maximum wards: +3 acid / +3 nature / +3 light Changes resistances penetration: +5% mind Changes damage: +18% fire Talent granted: +1 Ward It can be used to heal a target within range 8 (Willpower) for 140, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Chamilach [power 34] (7 cooldown) Chamilach [power 34] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances penetration: +5% arcane Spell save: +25 (+0 eff.) Spellpower: +6 (+2 eff.) It can be used to harden the skin for 7 turns increasing armour by 34 and armour hardiness by 60%, putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Daysnake the yew totem of cure ailments [power 2] (4 cooldown) Daysnake the yew totem of cure ailments [power 2] (4 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 12 temporal Changes damage: +18% light / +3% temporal Light radius: +1 It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power. |
Shadowwreath [power 35] (9 cooldown) Shadowwreath [power 35] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +5% light Changes damage: +6% light / +3% darkness Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Voroldassra the elven-wood totem of thorny skin [power 55] (9 cooldown) Voroldassra the elven-wood totem of thorny skin [power 55] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Cut immunity: +10% Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 55 and armour hardiness by 60%, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments 'Brightshine' [power 2] (5 cooldown) ash totem of cure ailments 'Brightshine' [power 2] (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Light radius: +3 See invisible: +3 It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments 'Wildblow' [power 2] (7 cooldown) ash totem of cure ailments 'Wildblow' [power 2] (7 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind / 8 nature Maximum wards: +1 acid / +1 nature / +2 light Changes resistances penetration: +10% nature Changes damage: +6% mind Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Radhonik' [power 25] (9 cooldown) ash totem of thorny skin 'Radhonik' [power 25] (9 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% darkness Changes damage: +6% mind It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 9 turns. When used: 300% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments 'Gledama' [power 3] (5 cooldown) elven-wood totem of cure ailments 'Gledama' [power 3] (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +6% nature / +3% blight Talent granted: +2 Rushing Claws Physical save: +25 (+0 eff.) Cut immunity: +10% It can be used to remove up to 3 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Unradedothad' [power 27] (6 cooldown) elven-wood totem of thorny skin 'Unradedothad' [power 27] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +1 Str Changes resistances: +6% fire It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 60%, putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
forceful yew totem of cure ailments [power 2] (5 cooldown) forceful yew totem of cure ailments [power 2] (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of thorny skin [power 37] (9 cooldown) natural yew totem of thorny skin [power 37] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50%, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
tentacled yew totem of thorny skin [power 35] (9 cooldown) tentacled yew totem of thorny skin [power 35] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
warded ash totem of cure ailments [power 2] (5 cooldown) warded ash totem of cure ailments [power 2] (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Maximum wards: +2 acid / +2 nature / +1 light Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Demonlore' [power 66] (11 cooldown) yew totem of thorny skin 'Demonlore' [power 66] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 darkness Changes resistances: +9% blight Changes damage: +3% blight It can be used to harden the skin for 7 turns increasing armour by 66 and armour hardiness by 50%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Analeg the elven-wood wand of trap destruction [power 90] (7 cooldown) Analeg the elven-wood wand of trap destruction [power 90] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances: +5% arcane Maximum wards: +3 lightning / +3 temporal / +3 blight / +5 fire / +2 cold Talent granted: +1 Ward It can be used to disarm traps (90 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ivarin the yew wand of conjuration [power 235] (5 cooldown) Ivarin the yew wand of conjuration [power 235] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +9% fire Disease immunity: +15% Silence immunity: +15% It can be used to fire a bolt of a random element (dam 118-235), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+0 eff.) Light radius: +2 It can be used to summon a shining orb, costing 15 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Polota the Magmawill [power 175] (5 cooldown) Polota the Magmawill [power 175] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% mind / +6% fire It can be used to fire a bolt of a random element (dam 88-175), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Strikespar [power 121] (3 cooldown) Strikespar [power 121] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% lightning Changes damage: +3% lightning / +15% light It can be used to creates a wall of flames lasting for 4 turns (dam 121 overall), putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration [power 181] (5 cooldown) ash wand of conjuration [power 181] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 90-181), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of conjuration [power 145] (5 cooldown) bright ash wand of conjuration [power 145] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 72-145), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled ash wand of conjuration [power 157] (5 cooldown) defiled ash wand of conjuration [power 157] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +7.00 It can be used to fire a bolt of a random element (dam 78-157), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of conjuration [power 121] (4 cooldown) quick ash wand of conjuration [power 121] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 60-121), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking ash wand of trap destruction [power 37] (7 cooldown) striking ash wand of trap destruction [power 37] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Strike It can be used to disarm traps (37 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic elven-wood wand of clairvoyance [power 13] (3 cooldown) volcanic elven-wood wand of clairvoyance [power 13] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +3 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance [power 11] (3 cooldown) yew wand of clairvoyance [power 11] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Gorintir' [power 205] (5 cooldown) yew wand of conjuration 'Gorintir' [power 205] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Con Talent granted: +3 Volcano Equilibrium when hit: +0.16 Maximum life: +20.00 It can be used to fire a bolt of a random element (dam 102-205), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of firewall [power 165] (3 cooldown) yew wand of firewall [power 165] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting for 4 turns (dam 165 overall), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 quartz 11 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By sgisk the Higher Adventurer level 27
52nd Dusk 122nd year of Ascendancy at 14:41 see stats
By sgisk the Higher Adventurer level 26
50th Dusk 122nd year of Ascendancy at 14:29 see stats
By sgisk the Higher Adventurer level 5
79th Pyre 122nd year of Ascendancy at 16:25 see stats
By sgisk the Higher Adventurer level 20
41st Dusk 122nd year of Ascendancy at 20:08 see stats
By sgisk the Higher Adventurer level 30
72nd Dusk 122nd year of Ascendancy at 17:20 see stats
By sgisk the Higher Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 12:36 see stats
By sgisk the Higher Adventurer level 20
23rd Dusk 122nd year of Ascendancy at 04:37 see stats
By sgisk the Higher Adventurer level 30
61st Dusk 122nd year of Ascendancy at 18:40 see stats
By sgisk the Higher Adventurer level 18
21st Dusk 122nd year of Ascendancy at 06:02 see stats
By sgisk the Higher Adventurer level 30
62nd Dusk 122nd year of Ascendancy at 03:36 see stats
By sgisk the Higher Adventurer level 24
50th Dusk 122nd year of Ascendancy at 01:48 see stats
By sgisk the Higher Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 18:37 see stats
By sgisk the Higher Adventurer level 16
9th Dusk 122nd year of Ascendancy at 20:16 see stats
By sgisk the Higher Adventurer level 5
79th Pyre 122nd year of Ascendancy at 16:25 see stats
By sgisk the Higher Adventurer level 5
79th Pyre 122nd year of Ascendancy at 16:25 see stats
By sgisk the Higher Adventurer level 25
50th Dusk 122nd year of Ascendancy at 09:11 see stats
By sgisk the Higher Adventurer level 4
75th Pyre 122nd year of Ascendancy at 16:37 see stats