
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Horros Don't Walk 1.4.8An edit of the Worm's Don't Walk Addon, prevents Worms That Walk, Nightmare Horrors, and Dreaming Horrors from being spawned. Constitution Viability Buff Addon 1.4.6Constitution now grants: Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons
http://te4.org/games/addons/tome/more-exotic-weapons
- Effigy's Unlock Exotic Mastery
http://te4.org/games/addons/tome/unlock-exoticThanks to you guys. Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Blazblue Character Icons 1.5.5Adds a bunch of "simpler" chibi character custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Escort Mastery Buff Addon 1.4.8Rogue Mobility 1.4.8Adds the Mobility Generic Tree to: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 112 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Aeroriatta the lesser vampire at level 58 on the 57th Regrowth 123rd year of Ascendancy at 09:25 4 / 3Killed by Silaridhebeth the telugoroth at level 76 on the 28th Pyre 123rd year of Ascendancy at 01:27 Killed by Blackheart at level 101 on the 44th Dusk 123rd year of Ascendancy at 08:13 |
Primary Stats
| Strength | 209 (base 100) |
| Dexterity | 132 (base 100) |
| Constitution | 197 (base 100) |
| Magic | 121 (base 100) |
| Willpower | 152 (base 100) |
| Cunning | 174 (base 100) |
Resources
| Mana | 1476/1476 |
| Life | 6157/6157 |
| Paradox | 300 |
| Hate | 54/115 |
| Equilibrium | 30 |
| Vim | 544/544 |
| Steam | 100/100 |
| Positive | 313/388 |
| Stamina | 935/935 |
| Psi | 272/272 |
| Healing Factor | 2.5 |
| Regeneration | 124.35568495002 |
Speed
| Mental | +2% |
| Attack | +2% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 14.567627457812 |
| See Stealth | 94.441006431034 |
| See Invisible | 100.44100643103 |
Offense: Barehand
| Damage | 519 |
| Accuracy | 113 |
| Crit Chance | 113% |
| APR | 79 |
| Speed | 0.98 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 105 |
| Crit Chance | 85% |
| Speed | 0.98039215686275 |
Offense: Damage Bonus
| Acid | +17% |
| Arcane | +20% |
| Cold | +17% |
| All | +8% |
| Darkness | +38% |
| Light | +20% |
| Mind | +17% |
| Physical | +43% |
| Lightning | +17% |
| Fire | +17% |
| Nature | +12% |
Offense: Damage Penetration
| Acid | +32% |
| Blight | +25% |
| Arcane | +25% |
| Cold | +32% |
| All | +15% |
| Lightning | +32% |
| Light | +35% |
| Physical | +32% |
| Darkness | +35% |
| Fire | +32% |
| Mind | +35% |
Defense: Base
| Armour (hardiness) | 91 (86.09865470852%) |
| Defense | 69 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 82 |
| Spell Save | 64 |
| Mental Save | 79 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 68%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 66%( 70%) |
| All | + 65%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 67%( 70%) |
| Temporal | + 68%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 69%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 99% |
| Poison Resistance | 82% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 82% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 or mental effect and reduce all damage taken by 50% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 25.5 steam per turn. Can be activated for an instant burst of 128 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 444 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Absorption | 1.00 |
| 11/5 |
| 1/5 |
| 11/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 6/5 |
| Technique / Combat veteran | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Deeprock | 1.00 |
| 9/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Tactical | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 7/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 10/5 |
| 1/5 |
| 9/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 9/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 8/5 |
| Technique / Magical combat | 1.00 |
| 2/5 |
| 1/5 |
| 9/5 |
| 6/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 11/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cursed / Force of will | 1.00 |
| 3/5 |
| 11/5 |
| 3/5 |
| 3/5 |
| Technique / Unarmed discipline | 1.30 |
| 10/5 |
| 4/5 |
| 11/5 |
| 7/5 |
| Spell / Stone | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Unarmed training | 1.30 |
| 11/5 |
| 10/5 |
| 1/5 |
| 10/5 |
| Psionic / Mentalism | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 6/5 |
| 5/5 |
| 5/5 |
| 7/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 7/5 |
| Technique / Combat training | 1.10 |
| 11/5 |
| 2/5 |
| 5/5 |
| 11/5 |
| 11/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 11/5 |
| 11/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Trained Reactions |
| talent | Mitosis |
| talent | Striking Stance |
| talent | Deflection |
| talent | Exploit Weakness |
| talent | Lacerating Strikes |
| talent | Elemental Harmony |
| talent | Charged Shield |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
| detrimental effect | On death will restore to the source up to 33 times the vim's worth. Bleak Outcome |
| beneficial effect | Countering melee attacks: Has a 26% chance to get an automatic counter attack when avoiding a melee attack. (2.8 counters remaining) Counter Attacking |
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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost tinker from death by shadow. Escort: lost tinker (level 1 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Eminne the slimy ooze. Escort: lost tinker (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the lost tinker from death by multi-hued drake hatchling. Escort: lost tinker (level 3 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Emeleralaith the mountain troll thunderer. Escort: lost tinker (level 4 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Gira the giant lightning ant. Escort: lost tinker (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Shardskin. * 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. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed naga tongue. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed storm wyrm claw. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. * You've found the needed black mamba head. | 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Sawrd (30-48 power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stats: 187% Wil, 50% Mag Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
| Quiver | The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 126% Wil, 50% Mag, 61% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
| Light source | Glotha the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Str / +4 Con Changes resistances penetration: +10% mind Changes damage: +9% mind Mental save: +11 (+2 eff.) Blindness immunity: +46% Confusion immunity: +30% Maximum life: +71.00 Light radius: +10 See stealth: +42 See invisible: +48 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+3 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
| Tool | Murkrigor the voratun pickaxe (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +7 Defense: +8 (+2 eff.) Damage (Melee): 8 nature Damage when hit (Melee): 12 nature Changes stats: +13 Str / +10 Wil / +1 Con Changes resistances: +10% darkness / +10% fire / +6% nature / +10% physical Changes damage: +15% physical Talent masteries: +0.10 Corruption / Reaving combat +0.10 Spell / Divination Psi when firing a critical mind attack: +1.00 Maximum life: +20.00 Mental crit. chance: +17% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Boronik the MorningseverPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 50% chance to blind Damage (Melee): 16 mind Damage when hit (Melee): 12 lightning Changes stats: +7 Mag / +23 Wil / +16 Cun Changes resistances: +12% lightning / +6% temporal / +3% light Changes damage: +6% light Vim when hitting in melee: +0.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +11 (+3 eff.) Mindpower: +30 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Rings can have magical properties. |
| On fingers | EmeludaPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to blind * 18% chance to cause random gloom * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 50 light / 24 bleed Effects on ranged hit: * 15% chance to cause random gloom * 32% chance to blind Damage (Ranged): 33 light / 17 bleed Changes stats: +11 Cun / +2 Wil Changes resistances penetration: +10% mind Mental save: +6 (+1 eff.) Life regen: +1.40 Psi when hit: +0.16 Vim when hitting in melee: +0.00 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +1.00 Maximum life: +90.00 Maximum hate: +15.00 Maximum psi: +50.00 Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around waist | Velubrenne the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Str / +6 Dex / +6 Wil / +6 Cun / +10 Lck Changes resistances: +12% arcane Changes damage: +12% arcane Trap disarming bonus: +30 Stealth bonus: +15 Mental save: +30 (+6 eff.) Maximum life: +140.00 Spellpower: +11 (+3 eff.) Infravision radius: +6 Healing mod.: +25% A belt that goes around your waist. |
| Main armor | drakeskin leather armour 'Lisyda' (5 def, 8 armour) =All Res Pen=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to disease Changes stats: +11 Str / +8 Dex / +8 Mag / +9 Wil / +8 Cun / +9 Con Changes resistances: +30% lightning / +6% blight Changes resistances penetration: +10% blight / +10% arcane / +15% all Life regen: +30.00 Maximum life: +132.00 Light radius: +2 Healing mod.: +58% A suit of armour made of leather. |
| On feet | Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 89% Wil, 50% Mag, 89% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% Gauntlets. But with steam power! |
| Cloak | Splendourreaper the elven-silk cloak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage (Melee): 8 arcane / 4 darkness Damage when hit (Melee): 12 light Changes stats: +4 Str / +5 Con Changes resistances: +24% darkness / +30% lightning Changes resistances penetration: +20% darkness / +20% light Changes damage: +30% darkness / +6% light Critical mult.: +28.00% Stealth bonus: +60 Physical save: +15 (+3 eff.) Stun/Freeze immunity: +50% Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Ariyatha'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +17 Physical power: +8 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -16% Changes stats: +11 Dex / +2 Wil / +10 Cun / +10 Con Changes damage: +6% physical Critical mult.: +19.00% Physical save: +12 (+2 eff.) Life regen: +5.60 Stamina each turn: +1.50 Maximum life: +10.00 Movement speed: +10% Healing mod.: +15% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 152% / cooldown 70%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 70%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 297% / cooldown 84%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 297% efficiency and cooldown mod of 84%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 231% / cooldown 61%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 231% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 301% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 301% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.steam generator implant (steam 15) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; 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: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.3 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the wizard (heal 376)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 376 and cleanse 1 wound and 1 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 of the psychic (+27 for 10 turns, die at -1063)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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 10 turns. While Heroism is active, you will only die when reaching -1063 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
movement infusion of the psychic (1135% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1135% 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 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. |
movement infusion of the psychic (1094% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1094% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the warrior (1339% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1339% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the warrior (heal 1119 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 1119 life over 5 turns. 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 705 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 705 damage for 5 turns. 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 (758.00 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 818.64 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. |
controlled phase door rune of the psychic (range 16)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. 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. |
manasurge rune of the psychic (1536% regen over 10 turns; 77 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: 22 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 1536% for 10 turns and instantly restoring 77 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shielding rune of the sneak (absorb 984 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 984 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 486 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 486 damage for 4 turns. 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. |
teleportation rune of the titan (range 270)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 270 with a minimum range of 15. 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. |
This item will automatically be transmogrified when you leave the level.schematic: Grounding Strap Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Unstoppable Force Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
BeerimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +1 Str / +4 Wil Changes resistances cap: +3% all Physical save: +28 (+6 eff.) Cut immunity: +60% Maximum life: +30.00 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 382 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
BlastgrinderPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +2 Cun Changes resistances: +9% fire Changes damage: +29% blight / +9% physical / +29% fire Grants telepathy: Humanoid/Orc Critical mult.: +39.00% Mental save: +9 (+2 eff.) Equilibrium when hit: +0.12 Psi when firing a critical mind attack: +4.00 Maximum hate: +8.00 Spellpower: +27 (+7 eff.) See invisible: +9 Combat speed: +10% Amulets can have magical properties. |
Gorin =Res Cap=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +18 Defense: +28 (+7 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 8 mind Changes resistances: +3% mind / +2% all Changes resistances cap: +14% all Changes damage: +12% mind Physical save: +54 (+11 eff.) Teleport immunity: +5% Life regen: +4.50 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Kilar the FlaresmashInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 16 fire Changes stats: +2 Con Changes resistances: +6% fire / +16% temporal / +13% darkness / +11% light Changes resistances penetration: +10% acid Physical save: +7 (+1 eff.) Blindness immunity: +23% Pinning immunity: +25% Knockback immunity: +21% Life regen: +0.80 Maximum life: +32.00 Amulets can have magical properties. |
Suntrail the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Fatigue: -10% Damage (Melee): 12 acid / 12 temporal Damage when hit (Melee): 4 acid Changes stats: +10 Dex / +10 Cun / +10 Con Changes resistances: +6% acid / +15% temporal / +9% mind Changes resistances cap: +7% all Changes resistances penetration: +10% light / +15% mind Changes damage: +14% blight / +15% fire / +6% temporal Critical mult.: +20.00% Physical save: +27 (+5 eff.) Life regen: +1.40 Stamina each turn: +1.50 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +13 (+3 eff.) Light radius: +2 Movement speed: +10% Reduces paradox anomalies(equivalent to willpower): +10 Amulets can have magical properties. |
Anayon the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +4 Str / +3 Wil / +2 Cun Changes resistances: +3% acid / +6% lightning Mental save: +7 (+1 eff.) Confusion immunity: +24% Pinning immunity: +10% 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 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Delaharaneg =Old Ring=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +24 (+3 eff.) Changes stats: +10 Str / +1 Mag / +9 Con / +5 Lck Changes damage: +6% all Talent mastery: +0.10 Technique / Tireless Combatant Stun/Freeze immunity: +39% Life regen: +2.50 Vim when hitting in melee: +0.00 Spellpower: +11 (+3 eff.) Mindpower: +20 (+3 eff.) Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Gura the Nightvengeance Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil / +6 Con / +2 Lck Changes resistances: +15% blight / +6% temporal / +15% nature / +6% darkness Changes damage: +6% darkness / +13% all Grants telepathy: Dragon Talent mastery: +0.10 Spell / Water Spell save: +19 (+5 eff.) Poison immunity: +30% Disease immunity: +28% Maximum stamina: +39.00 Spellpower: +20 (+5 eff.) Mindpower: +20 (+3 eff.) Movement speed: +20% Rings can have magical properties. |
PoradassraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +16 Defense: +26 (+7 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +2% all / +1% physical Physical save: +13 (+3 eff.) Mental save: +17 (+3 eff.) Disease immunity: +5% Confusion immunity: +38% Life regen: +2.00 Maximum life: +86.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Purevalor the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +31 (+4 eff.) Armour: +10 Damage when hit (Melee): 12 nature Changes stats: +10 Str / +9 Con Changes resistances: +26% fire Changes damage: +12% physical / +13% fire / +12% nature / +8% all Physical save: +30 (+6 eff.) Stamina each turn: +0.40 Spellpower: +20 (+5 eff.) Mindpower: +18 (+3 eff.) Rings can have magical properties. |
Turidor the voratun ring =All Dmg/Stun=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 24 acid Changes stats: +2 Str Changes resistances: +12% cold / +3% temporal Changes damage: +8% all Talent mastery: +0.10 Corruption / Shadowflame Stun/Freeze immunity: +50% Life regen: +6.30 Maximum life: +99.00 Spellpower: +20 (+5 eff.) Mindpower: +17 (+3 eff.) Infravision radius: +1 Movement speed: +10% Healing mod.: +24% Rings can have magical properties. |
Xerimibrevena the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 (+3 eff.) Effects on melee hit: * 27 arcane resource burn Changes stats: +19 Str / +3 Dex / +20 Con Changes resistances: +12% acid / +9% fire Critical mult.: +3.00% Mental save: +14 (+3 eff.) Confusion immunity: +50% Life regen: +0.60 Maximum life: +20.00 Rings can have magical properties. |
steel ring 'Beryrarig'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -2% Changes stats: +2 Lck / +2 Mag Changes resistances: +35% acid / +13% fire / +13% lightning / +15% cold Changes damage: +11% acid Spellpower: +6 (+1 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
voratun ring 'Chargebrace'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light / 12 physical Effects on ranged hit: * 24% chance to blind Damage (Ranged): 50 light Changes stats: +6 Dex Changes resistances: +45% acid / +40% darkness / +24% fire / +30% cold / +30% lightning Changes resistances penetration: +15% physical Changes damage: +21% acid / +20% darkness / +9% lightning Healing mod.: +15% Rings can have magical properties. |
Ce'Numira the voratun battleaxe (54.5-81.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Charge Leech (5% chance level 1). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning Burst (radius 1) on hit: +12 mind / +4 blight Burst (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +42 Physical crit. chance: +37.0% Effects on melee hit: * 10% chance to disease Damage (Melee): 8 arcane Changes resistances: +6% blight Changes damage: +12% arcane Critical mult.: +53.00% Massive two-handed battleaxes. |
Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 199% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Spiderwarden (58.5-87.75 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 187% Wil, 50% Mag Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 111% When this weapon hits: Call of the Ooze (5% chance level 1). On weapon hit: * Slows global speed by 20% On weapon crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing Burst (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Physical crit. chance: +44.0% Physical power: +17 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes stats: +10 Dex Changes damage: +9% temporal Critical mult.: +28.00% Physical save: +10 (+2 eff.) Life regen: +0.60 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel battleaxe of evisceration (32.5-48.75 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +16.0% Physical power: +16 (+2 eff.) Defense: +16 (+4 eff.) Disarm immunity: +43% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun battleaxe (54.5-81.75 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +28 fire When wielded/worn: Changes resistances penetration: +21% fire Global speed: +8% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.insidious stralite battleaxe of erosion (44.5-66.75 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +70 insidious poison / +24 temporal / +24 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick stralite battleaxe of nature (47.5-71.25 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.5 - 71.3 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% When wielded/worn: Accuracy: +19 (+3 eff.) Changes stats: +9 Dex Changes resistances: +12% all Changes resistances penetration: +19% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.steel battleaxe of crippling (23.5-35.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.3 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.stralite battleaxe of the leech (48-72 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 24% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 23 nature slow Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Corpsesmasher (36-46.8 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 95% Wil, 55% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% On weapon crit: * cripple the target Damage (Melee): +8 lightning / +8 mind / +8 nature Burst (radius 2) on crit: +9 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +23.0% Changes resistances: +9% lightning / +9% nature Changes resistances penetration: +9% fire Changes damage: +6% blight Critical mult.: +16.00% Maximum mana: +40.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spell crit. chance: +2% Global speed: +5% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Talent on hit(nature): Mana Clash (10% chance level 1). Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 95% Wil, 55% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 95% Wil, 67% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 50% Mag, 122% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 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. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Mag, 111% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.arcing voratun dagger of daylight (40-52 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +16 light Damage against: +22% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel dagger of erosion (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 nature / +12 temporal When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+2 eff.) Disarm immunity: +28% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel dagger of ruin (18-23.4 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Changes resistances penetration: +9% fire Critical mult.: +13.00% Global speed: +3% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of rage (18-23.4 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Str Changes damage: +9% physical Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick stralite dagger of ruin (30-39 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Physical crit. chance: +11.0% Changes stats: +5 Dex Critical mult.: +15.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.slime-covered iron dagger of amnesia (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thunderous dwarven-steel dagger of rage (19-24.7 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 19% chance to daze at end of turn When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning Changes damage: +9% physical Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking steel dagger of massacre (20.5-26.65 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.5 - 26.7 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger (27-35.1 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +7% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun dagger of vileness (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 12% chance to disease Damage (Melee): +23 blight When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +12% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Corpsejeer' (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 95% Wil, 55% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +36 acid / +4 nature / +24 blight Burst (radius 1) on hit: +8 nature When wielded/worn: Physical power: +11 (+1 eff.) Effects on melee hit: * 30% chance to disease Damage (Melee): 8 blight Damage when hit (Melee): 24 nature Changes stats: +6 Con Changes resistances: +9% lightning Changes resistances penetration: +12% physical / +12% mind / +12% darkness Changes damage: +12% acid Disarm immunity: +28% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's steel dagger of shearing (12-15.6 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 95% Wil, 50% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Physical power: +8 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +15% physical Changes damage: +8% physical Disarm immunity: +16% Sharp, short and deadly. |
Islamina the voratun greatmaul (65-97.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Physical crit. chance: +20.0% Damage (Melee): 12 blight Damage when hit (Melee): 12 mind Changes stats: +2 Cun / +10 Dex Changes damage: +3% blight Critical mult.: +46.00% Equilibrium when hit: +0.20 Psi when hit: +0.12 Maximum hate: +2.00 Maximum psi: +30.00 Mental crit. chance: +3% Massive two-handed mauls. |
Ivulaith the voratun greatmaul (78.5-117.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes stats: +2 Str / +2 Mag / +5 Con Changes resistances penetration: +19% acid / +19% lightning / +19% cold / +23% fire / +3% all Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Layelenor the Chargeglamour (69.5-104.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +50% Damage (Melee): +42 cold Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Armour penetration: +21 Physical crit. chance: +16.0% Damage (Melee): 12 blight / 8 fire Changes resistances: +3% lightning / +6% fire Changes resistances penetration: +25% lightning / +21% physical Changes damage: +9% lightning / +20% physical Spell save: +20 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.elemental stralite greatmaul of evisceration (50-75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 50.0 - 75.0 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +19 (+2 eff.) Changes resistances penetration: +16% acid / +21% fire / +17% lightning / +21% cold Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite greatmaul of shearing (57-85.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 24% chance to disease Damage (Melee): +24 blight When wielded/worn: Armour penetration: +19 Changes resistances penetration: +19% physical Changes damage: +17% physical Disease immunity: +36% Massive two-handed mauls. |
Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 199% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level.arcing voratun greatsword of massacre (80.5-128.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.5 - 128.8 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.caustic dwarven-steel greatsword of rage (38-60.8 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 33% chance to corrode armour by 30% When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +7 Str Changes resistances penetration: +16% acid Changes damage: +14% physical Life regen: +3.00 Stamina when hit: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.flaming steel greatsword of projection (21-33.6 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +16 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel greatsword of massacre (50.5-80.8 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +20% Living Massive two-handed swords. |
stralite greatsword 'Xanitira' (49-78.4 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing When wielded/worn: Physical crit. chance: +16.0% Physical power: +17 (+2 eff.) Changes resistances: +6% acid / +6% arcane / +3% darkness Changes resistances penetration: +16% mind / +14% darkness Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking stralite greatsword of shearing (50.5-80.8 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 187% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +33 Changes resistances penetration: +38% physical Changes damage: +16% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword 'Gloramina' (84.5-135.2 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.5 - 135.2 Uses stats: 187% Wil, 50% Mag Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% Burst (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +19 (+3 eff.) Damage (Melee): 8 arcane Changes stats: +10 Dex Changes resistances: +9% temporal / +12% fire / +6% light / +14% all Changes resistances penetration: +14% nature / +10% acid Reduces incoming crit damage: 30.00% Mental save: +40 (+8 eff.) Disease immunity: +10% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed swords. |
Chamyrig the LightningwinnowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Poisonous Spores (5% chance level 1). On weapon hit: * 20% chance to daze at end of turn Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +23.0% Changes resistances penetration: +10% lightning / +56% physical / +10% nature / +5% arcane / +23% temporal Changes damage: +57% physical / +3% nature / +33% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Glodheravena the Shadowream Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (20% chance level 2). Damage (Ranged): +24 fire Burst (radius 2) on crit: +4 acid When wielded/worn: Changes stats: +2 Str / +2 Mag / +2 Cun / +5 Con Changes resistances: +9% acid Changes resistances penetration: +10% temporal Changes damage: +32% fire / +6% darkness / +9% temporal Grants telepathy: Demon/Minor Demon/Major Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Nimbuspower the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn Travel speed: +200% Burst (radius 1) on hit: +6 lightning / +4 physical When wielded/worn: Changes stats: +12 Dex Changes resistances: +3% lightning / +3% temporal Changes resistances penetration: +10% fire / +53% physical Changes damage: +9% lightning / +6% fire / +9% physical / +9% temporal Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.keeper's elven-wood longbow of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +20% physical / +18% temporal Changes damage: +29% physical / +26% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.penetrating elm longbow of power Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes resistances penetration: +28% physical Changes damage: +17% physical Damage Shield penetration: +30% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.thunderous dragonbone longbow of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 29% chance to daze at end of turn Damage (Ranged): +51 nature When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +14% all Changes resistances penetration: +23% nature / +20% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.yew longbow of recursion Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. |
Burnbane the voratun longsword (42.5-59.5 power, 21 apr) =Demon Seed Sword=Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +21 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +60% Damage (Melee): +12 acid Burst (radius 2) on crit: +8 fire When wielded/worn: Armour penetration: +27 Physical crit. chance: +15.0% Damage (Melee): 12 mind / 4 fire Damage when hit (Melee): 12 acid Changes resistances penetration: +10% acid / +14% physical Changes damage: +12% fire / +14% physical Talent granted: +5 Farstrike Critical mult.: +20.00% Sharp, long, and deadly. |
The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level.inquisitor's iron longsword of the leech (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 8% * 13 arcane resource burn * leeches stamina from the target On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 8 nature slow Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.quick stralite longsword (32.5-45.5 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +6 Dex Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun longsword of corruption (42.5-59.5 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 32% chance to cause random gloom * 20% chance to curse the target Damage (Melee): +22 mind When wielded/worn: Changes stats: +7 Cun / +7 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite longsword of amnesia (31.5-44.1 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of nature (43.5-60.9 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Changes resistances: +9% all Changes resistances penetration: +12% nature / +15% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Elenydur (47-65.8 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 162% Wil, 50% Mag Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +28 (+5 eff.) Armour penetration: +15 Defense: +15 (+4 eff.) Changes stats: +7 Str Changes resistances: +9% darkness / +6% temporal / +15% arcane / +1% all Changes resistances penetration: +13% physical Changes damage: +30% physical Mental save: +6 (+1 eff.) Disease immunity: +25% Disarm immunity: +49% Confusion immunity: +5% Stamina when hit: +2.50 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.caustic dwarven-steel mace of nature (27-37.8 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 23% chance to corrode armour by 30% When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +11% acid / +8% nature Life regen: +1.60 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.glacial dwarven-steel mace of evisceration (26.5-37.1 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing Burst (radius 2) on crit: +20 ice When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Armour: +11 Changes resistances penetration: +11% cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Blastglean the living mindstar (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This mindstar projects psionic energy if enough is absorbed. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +16.0% Attack speed: 100% On weapon hit: * 17% chance to corrode armour by 30% * Slows global speed by 11% * 40% chance to daze at end of turn Damage (Melee): +8 acid / +16 lightning Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +12 arcane When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +20% mind Changes resistances penetration: +5% arcane / +15% acid Changes damage: +36% lightning / +25% fire / +3% temporal / +20% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mental save: +10 (+2 eff.) Maximum psi: +35.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 100.07 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of the Lost (17-18.7 power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 23 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
This item will automatically be transmogrified when you leave the level.epiphanous mossy mindstar of venom (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural venom should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Base power: 3.0 - 3.3 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 acid Changes resistances: +8% acid Changes resistances penetration: +8% acid Changes damage: +7% acid / +9% mind Life regen: +0.80 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.horrifying thorny mindstar of flames (7-7.7 power, 24 apr, mind 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 fire should be returned to the wyrm. Base power: 7.0 - 7.7 Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 fire / 7 mind / 7 darkness Changes resistances: +14% fire Changes resistances penetration: +14% fire Changes damage: +13% fire / +7% mind / +5% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.inquisitor's living mindstar of frost (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Armour: +9 Damage when hit (Melee): 14 ice Changes resistances: +20% cold Changes resistances penetration: +20% cold Changes damage: +10% arcane / +20% cold Spell save: +9 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.manaburning living mindstar of storms (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 18 arcane resource burn When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +17% lightning / +10% arcane Changes resistances penetration: +20% lightning Changes damage: +13% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.projecting mossy mindstar of nightfall (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 2.5 - 2.8 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% darkness Changes resistances penetration: +8% darkness Changes damage: +9% lightning / +9% fire / +8% darkness / +7% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Cursed / Darkness Blindness immunity: +13% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Strikestrider the drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +22 lightning Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +2 lightning When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Physical power: +6 (+1 eff.) Fatigue: -4% Changes stats: +1 Str Changes resistances: +6% blight / +6% cold / +6% mind / +6% nature Changes damage: +22% lightning Critical mult.: +15.00% Maximum encumbrance: +40 Slings are used to hurl stones or metal shots at your foes. |
Charbore (30-36 power, 6 apr, cold element) =80% Crit Mult=Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 fire When wielded/worn: Damage (Melee): 77 fire Changes stats: +3 Lck / +4 Mag Changes resistances penetration: +5% arcane Changes damage: +9% blight / +30% cold Talent granted: +1 Command Staff Critical mult.: +80.00% Vim when firing critical spell: +3.00 Spellpower: +52 (+12 eff.) Spell crit. chance: +5% Infravision radius: +2 See invisible: +45 Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+10 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
This item will automatically be transmogrified when you leave the level.Shadepulverizer (30-36 power, 6 apr, fire element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sunburst (15% chance level 1). Damage (Melee): +16 mind When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 12 mind Changes stats: +14 Con Changes damage: +30% fire Talent granted: +1 Command Staff Mental save: +3 (+1 eff.) Life regen: +4.00 Equilibrium when hit: +0.08 Psi when hit: +0.12 Spellpower: +34 (+8 eff.) Spell crit. chance: +5% Mindpower: +8 (+1 eff.) Mental crit. chance: +2% Light radius: +5 Healing mod.: +52% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 131.26 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Shimmerparry the dragonbone starstaff (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Echoes From The Past (5% chance level 1). On weapon hit: * 80% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn Burst (radius 1) on hit: +4 temporal When wielded/worn: Physical crit. chance: +28.0% Damage (Melee): 88 arcane Damage when hit (Melee): 12 acid Changes resistances: +12% acid / +15% lightning Changes resistances penetration: +10% lightning / +15% mind Changes damage: +33% temporal Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +234.00 Spellpower: +31 (+8 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +15 Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+7 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.ash vilestaff of channeling (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower: +17 (+4 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash vilestaff of protection (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% blight Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.bloodlich's ash magestaff of power (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Cun / +5 Con Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Vim when firing critical spell: +5.00 Maximum vim: +32.00 Maximum neg.energy: +32.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.bloodlich's elm magestaff (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Cun / +3 Con Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Vim when firing critical spell: +4.00 Maximum vim: +26.00 Maximum neg.energy: +26.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Abyssumbra' (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 arcane Burst (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +24.0% Physical power: +15 (+2 eff.) Armour: +6 Damage (Melee): 33 fire Damage when hit (Melee): 8 arcane Changes resistances: +2% all / +9% fire Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +71.00% Pinning immunity: +15% Stun/Freeze immunity: +20% Spellpower: +35 (+9 eff.) Spell crit. chance: +8% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Alanarirain' (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 8 mind / 31 fire Damage when hit (Melee): 16 mind Changes resistances: +15% acid Changes resistances penetration: +10% mind Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +55.00% Blindness immunity: +10% Cut immunity: +15% Disarm immunity: +25% Knockback immunity: +10% Spellpower: +22 (+5 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood magestaff of wizardry (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes damage: +25% arcane Talent granted: +1 Command Staff Maximum mana: +90.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 34 fire Changes stats: +5 Mag / +6 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +32.00% Maximum mana: +105.00 Spellpower: +37 (+9 eff.) Spell crit. chance: +5% See invisible: +18 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short yew vilestaff of protection (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Physical power: +11 (+1 eff.) Changes resistances: +10% blight Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +16 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.short elven-wood starstaff of wizardry (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes damage: +25% light Talent granted: +1 Command Staff Maximum mana: +90.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.glacial voratun steamgun of power Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +20 ice Attacks use: 2.0 Steam When wielded/worn: Armour: +15 Changes resistances penetration: +14% physical / +14% cold Changes damage: +22% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.mighty stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) Changes stats: +6 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Cureripper (38-57 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 38.0 - 57.0 Uses stats: 162% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +98 Damage (Melee): +8 arcane Burst (radius 1) on hit: +12 temporal Burst (radius 2) on crit: +4 darkness / +16 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 4 arcane Changes stats: +7 Con Changes resistances: +30% lightning / +6% arcane / +3% darkness Changes resistances penetration: +15% fire / +5% darkness / +5% nature Changes damage: +3% temporal Talent granted: +3 Block Physical save: +12 (+2 eff.) Global speed: +6% Talent on hit(nature): Flamespit (10% chance level 2). Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.coruscating voratun steamsaw of amnesia (40.5-60.75 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stats: 162% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 On weapon hit: * 25% chance to put talents on cooldown Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 40 fire Changes stats: +6 Str Changes resistances: +20% fire Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel steamsaw of resistance (20.5-30.75 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.5 - 30.8 Uses stats: 162% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 111% Block value: +43 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +5 Dex Changes resistances: +10% acid / +10% fire / +9% lightning / +10% cold Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Bokorath the Jetwither (38-53.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon crit: * cripple the target Damage (Melee): +20 light / +8 mind Burst (radius 2) on crit: +8 darkness Damage against: +27% Undead When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 mind Changes stats: +6 Dex Changes resistances: +6% darkness Changes damage: +9% darkness / +3% temporal Maximum psi: +10.00 Talent on hit(mindpower): Acidfire (10% chance level 2). One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Growthreaper (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% On weapon crit: * cripple the target Damage (Melee): +30 cold When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +15.0% Physical power: +6 (+1 eff.) Armour: +4 Changes stats: +1 Str / +2 Dex Changes resistances: +9% temporal / +10% all Changes resistances penetration: +15% nature Physical save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Cut immunity: +10% Silence immunity: +5% Maximum stamina: +10.00 Healing mod.: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Hellblack (38.5-53.9 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +17 nature When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 4 nature Changes stats: +7 Str / +3 Dex Changes resistances: +9% nature / +6% fire Changes resistances penetration: +12% physical / +40% fire / +6% all Changes damage: +3% mind / +30% physical Grants telepathy: Dragon Stamina when hit: +2.20 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.stralite waraxe of amnesia (34.5-48.3 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.5 - 48.3 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe 'Bonarigrim' (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * disrupts spell-casting On weapon crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +12 mind Damage against: +30% Unnatural When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +5 Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Armour: +4 Defense: +15 (+4 eff.) Changes resistances: +6% mind Critical mult.: +15.00% Physical save: +15 (+3 eff.) Disarm immunity: +50% Psi when hit: +0.08 Hate per kill: +6.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe 'Cloudbiter' (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +14 Defense: +11 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Damage (Melee): 4 lightning Damage when hit (Melee): 8 lightning Changes resistances: +6% temporal / +3% light / +6% fire / +3% arcane / +3% nature Changes resistances penetration: +15% cold Changes damage: +9% acid Disarm immunity: +50% Talent on hit(nature): Flamespit (5% chance level 2). One-handed war axes. |
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. |
drakeskin leather belt 'Khelarim'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +5 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 20 temporal Changes stats: +5 Cun / +5 Dex Changes resistances: +3% temporal Changes damage: +6% mind Critical mult.: +15.00% Maximum encumbrance: +43 Mental save: +10 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mental crit. chance: +12% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.ravager's drakeskin leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances penetration: +9% physical Changes damage: +21% physical Mental save: +15 (+3 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Glorurianne the cashmere cloak (11 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +7 Defense: +11 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Str / +4 Con Changes resistances: +18% darkness / +17% cold Changes resistances penetration: +8% darkness Changes damage: +11% darkness Stealth bonus: +6 Physical save: +8 (+2 eff.) Stamina each turn: +0.40 Maximum life: +69.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Lavahunger' (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage (Melee): 12 blight Damage when hit (Melee): 22 fire Changes stats: +6 Str / +5 Con Changes resistances: +3% blight / +12% fire / +9% arcane Changes resistances penetration: +13% arcane Changes damage: +14% arcane Critical mult.: +30.00% Physical save: +14 (+3 eff.) Maximum life: +126.00 Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.wyrmwaxed elven-silk cloak of mindcraft (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +10% acid / +9% fire / +8% lightning / +10% cold Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Breezebrawn (12 def, 12 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Changes stats: +4 Con / +10 Mag Changes resistances: +60% light / +13% darkness Changes damage: +52% light Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +52.00 Light radius: +3 Talent on hit(mindpower): Mana Clash (5% chance level 1). A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Ivyth the Gloomschism (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Mag / +6 Wil / +5 Con Changes resistances: +28% darkness Changes resistances penetration: +10% darkness Changes damage: +15% mind / +19% darkness / +20% all Critical mult.: +15.00% Reduces incoming crit damage: 25.00% Mental save: +20 (+4 eff.) Silence immunity: +50% Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +35 (+9 eff.) Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Smearsquall (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 4 nature / 12 lightning Changes resistances: +20% acid / +20% physical / +30% darkness / +20% fire / +16% cold Changes resistances penetration: +5% blight Changes damage: +13% acid / +15% physical / +20% darkness / +11% cold / +15% fire / +20% all Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Refit Golem (-5 turns) Spellpower: +20 (+5 eff.) Infravision radius: +3 See invisible: +3 Talent on hit(mindpower): Distortion Bolt (10% chance level 1). A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.ancient silk robe of Angolwen (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: +14 Mag / +6 Wil Changes resistances penetration: +12% temporal / +13% physical Changes damage: +14% temporal / +17% physical Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's cashmere robe of life (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: +14% blight / +22% mind / +19% darkness Physical save: +16 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +32 (+6 eff.) Life regen: +4.10 Maximum life: +76.00 Healing mod.: +22% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.linen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +12% acid / +12% physical / +12% fire / +12% cold Changes damage: +7% acid / +7% physical / +7% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering elven-silk robe of fire (+30%) (5 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +30% fire Changes damage: +20% arcane / +20% fire Maximum mana: +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +17% acid / +20% physical / +20% fire / +18% cold Changes damage: +12% acid / +15% physical / +15% fire / +15% cold Talent cooldown: Refit Golem (-6 turns) Spell save: +28 (+7 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's linen robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil / +2 Cun Changes damage: +7% light / +8% darkness Silence immunity: +26% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +14 (+3 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brenykan (0 def, 15 armour) =The Immunities=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Damage (Melee): 12 acid Damage when hit (Melee): 12 acid Changes stats: +2 Cun Changes damage: +9% acid / +6% arcane Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Silence immunity: +100% Confusion immunity: +100% Stun/Freeze immunity: +94% Equilibrium when hit: +0.08 Maximum hate: +6.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glaresweeper the pair of dwarven-steel boots (15 def, 4 armour) =Old Boots=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+4 eff.) Fatigue: -3% Effects on melee hit: * 15% chance to blind Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +10% mind Physical save: +0 (+0 eff.) Mental save: +30 (+6 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Stamina each turn: +0.50 Psi per kill: +4.00 Maximum life: +42.00 Mindpower: +8 (+1 eff.) Movement speed: +10% Activating this item is instant. It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
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 Movement speed: +12% 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." |
This item will automatically be transmogrified when you leave the level.dreamer's pair of iron boots of uncanny dodging (4 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +2% Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.restorative pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Life regen: +5.50 Stamina each turn: +0.90 Maximum stamina: +40.00 Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 60% Mag, 89% Cun, 89% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 88.37 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
This item will automatically be transmogrified when you leave the level.brawler's rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +1 Changes stats: +3 Str / +6 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 89% Wil, 89% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +1 Crit. chance: +13.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.cinder drakeskin leather gloves of regeneration (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 13 fire Changes resistances: +10% fire Changes damage: +11% fire Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 89% Wil, 89% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 2) on crit: +15 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.drakeskin leather gloves of the juggernaut (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Con Physical save: +30 (+6 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +46% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 89% Wil, 89% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.heroic drakeskin leather gloves (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 (+3 eff.) Maximum life: +75.00 When used to modify unarmed attacks: Base power: 35.5 - 39.1 Uses stats: 89% Wil, 89% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.heroic drakeskin leather gloves of magic (+6) (0 def, 9 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +6 Mag Changes damage: +11% arcane Mental save: +15 (+3 eff.) Maximum life: +72.00 When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 89% Wil, 89% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +18 arcane Burst (radius 2) on crit: +15 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.heroic rough leather gloves (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +7 (+1 eff.) Maximum life: +48.00 When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 89% Wil, 89% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.stone warden's hardened leather gloves of dispersion (0 def, 12 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +12 Armour Hardiness: +11% Damage (Melee): 13 arcane Changes stats: +8 Mag / +8 Wil / +11 Con Changes resistances: +8% arcane / +9% physical When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 89% Wil, 89% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +9 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Maleblek' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Physical crit. chance: +20.0% Armour: +3 Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +15 Dex / +17 Cun Changes damage: +3% temporal / +1% all Talent cooldown: Double Strike (-1 turn) Critical mult.: +12.00% Physical save: +15 (+3 eff.) Spell save: +30 (+7 eff.) Spell crit. chance: +20% Mental crit. chance: +18% Reduces paradox anomalies(equivalent to willpower): +15 When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 89% Wil, 50% Mag, 89% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +25 Crit. chance: +38.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 6). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +8 blight It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Elith (8 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +10 Dex Changes resistances: +9% lightning / +33% darkness / +14% cold / +15% fire / +7% all Physical save: +11 (+2 eff.) Blindness immunity: +10% Poison immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +15% Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Pyrepunish the drakeskin leather hat (0 def, 13 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Damage (Melee): 12 fire Changes stats: +14 Str / +3 Mag / +10 Wil / +3 Cun / +9 Con Changes resistances: +3% temporal / +6% light / +15% blight / +6% mind / +2% all Physical save: +29 (+6 eff.) Mental save: +42 (+8 eff.) Pinning immunity: +15% Infravision radius: +1 See invisible: +6 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Saluwyn (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +14 Str / +14 Con Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Physical save: +23 (+5 eff.) Mental save: +24 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
This item will automatically be transmogrified when you leave the level.augmenting linen wizard hat of earthrunes (1 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Con Changes damage: +5% acid / +6% lightning / +6% cold / +6% arcane / +6% fire It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.0 Power cost: 72 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 159.35 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.catburglar's drakeskin leather hat of the bounder (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +19 Dex Changes resistances: +19% darkness Infravision radius: +5 Skullcracker multiplicator: +3 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.catburglar's rough leather hat (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex Changes resistances: +13% darkness Infravision radius: +4 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat 'Searsin' (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +3 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +4 Dex / +14 Mag / +21 Wil / +6 Cun / +4 Con Changes resistances: +12% blight Critical mult.: +9.00% Stamina each turn: +1.20 Spellpower: +12 (+3 eff.) Mindpower: +5 (+1 eff.) Light radius: +4 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.rough leather cap of knowledge (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Wil Mindpower: +4 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.thaloren voratun helm of ire (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +10 Wil / +6 Con Changes resistances: +15% blight Physical save: +15 (+3 eff.) Mental save: +30 (+6 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Emelogakira the Duskstone (5 def, 36 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +36 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 8 darkness Changes stats: +2 Con Changes resistances: +27% acid / +13% physical / +28% cold / +13% lightning / +13% fire Changes damage: +12% physical / +6% temporal Allows you to breathe in: water Physical save: +15 (+3 eff.) Life regen: +7.20 Stamina each turn: +2.50 Reduces paradox anomalies(equivalent to willpower): +10 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening steel mail armour of implacability (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Wil Physical save: +9 (+2 eff.) Mental save: +14 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying voratun mail armour of clarity (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +7 Con Changes resistances: +10% mind Mental save: +22 (+4 eff.) Maximum life: +96.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant voratun mail armour of implacability (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +9% Damage when hit (Melee): 13 light Changes stats: +6 Wil Changes resistances: +30% blight / +30% darkness Physical save: +15 (+3 eff.) Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +8% physical Physical save: +19 (+4 eff.) Life regen: +5.60 Stamina each turn: +1.70 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing dwarven-steel mail armour of implacability (3 def, 16 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 17 acid / 16 fire Damage when hit (Melee): 13 acid / 11 fire Changes resistances: +21% acid / +22% fire Physical save: +11 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked stralite mail armour of stability (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 17 physical Changes resistances: +9% physical Physical save: +22 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite mail armour of implacability (4 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +7% Physical save: +12 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Life regen: +3.80 Maximum life: +93.00 Healing mod.: +28% A suit of armour made of mail. |
Arccut (5 def, 14 armour) =50% Crit Mult=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 8 lightning Changes stats: +0 Str / +0 Dex / +0 Mag / +5 Wil / +0 Cun / +0 Con Changes resistances: +42% acid / +14% cold / +9% lightning Allows you to breathe in: water Critical mult.: +50.00% Psi when firing a critical mind attack: +2.00 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 59, based on Cunning and Magic) for 10 turns, costing 45 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Radhydig (17 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +18 Physical crit. chance: +9.0% Armour: +8 Defense: +17 (+4 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Changes stats: +0 Str / +2 Dex / +1 Mag / +0 Wil / +4 Cun / +0 Con Changes resistances: +6% light / +15% cold Reduces incoming crit damage: 0.00% Life regen: +26.20 Stamina each turn: +1.30 Maximum life: +137.00 Global speed: +0% Healing mod.: +55% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 479 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Splendourrebel the drakeskin leather armour (5 def, 51 armour) =62 Phys Res=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +51 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 20 light / 20 fire Damage (Ranged): 18 fire Changes resistances: +6% darkness / +56% fire / +6% light / +62% physical Reduces incoming crit damage: 10.00% Physical save: +25 (+5 eff.) Blindness immunity: +25% Stun/Freeze immunity: +10% Teleport immunity: +10% A suit of armour made of leather. |
drakeskin leather armour 'Starhunger' (15 def, 38 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +38 Defense: +15 (+4 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes stats: +10 Str / +10 Dex / +10 Cun / +3 Con Changes resistances: +6% acid / +45% physical / +20% darkness / +30% fire Changes resistances penetration: +5% acid Talent mastery: +0.30 Spell / Eldritch stone Reduces incoming crit damage: 10.00% Light radius: +3 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Critical mult.: +20.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of the hero (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +9 Dex / +8 Mag / +7 Wil / +9 Cun Maximum life: +70.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.duelist's rough leather armour of delving (4 def, 6 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +6 Str / +5 Dex / +5 Cun Changes resistances: +12% darkness / +7% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening hardened leather armour of delving (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +7 Cun / +7 Wil Changes resistances: +16% darkness / +11% physical Mental save: +19 (+4 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening reinforced leather armour of command (17 def, 16 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +11 Cun / +7 Wil Mental save: +43 (+9 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening reinforced leather armour of command (16 def, 16 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +13 Cun / +8 Wil Mental save: +44 (+9 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening reinforced leather armour of the wind (17 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 penetration: +17 Physical crit. chance: +9.0% Armour: +7 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Mental save: +22 (+4 eff.) Stamina each turn: +1.10 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 479 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of delving (14 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +19 Str / +10 Dex Changes resistances: +19% darkness / +14% physical Physical save: +15 (+3 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of the wind (30 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +8 Defense: +30 (+8 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Physical save: +20 (+4 eff.) Stamina each turn: +1.50 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 440 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant hardened leather armour of Eyal (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): 10 light Changes stats: +4 Wil Changes resistances: +20% blight / +22% darkness Life regen: +2.20 Maximum life: +76.00 Light radius: +2 Healing mod.: +21% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant rough leather armour of the wind (7 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +2 Defense: +7 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Stamina each turn: +0.70 Light radius: +2 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 440 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of resilience (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% Life regen: +4.80 Stamina each turn: +1.60 Maximum life: +42.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 15 acid / 12 fire Changes resistances: +25% acid / +25% fire Critical mult.: +18.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked drakeskin leather armour of the hero (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 19 physical Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +9 Cun Maximum life: +70.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked drakeskin leather armour of the wind (19 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +9.0% Armour: +8 Defense: +19 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Stamina each turn: +1.30 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 479 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked rough leather armour of the deep (1 def, 4 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 12 physical Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked rough leather armour of the wind (8 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +2 Defense: +8 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 12 physical Stamina each turn: +0.70 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 479 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.troll-hide rough leather armour (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +5.40 Maximum life: +37.00 Healing mod.: +14% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Glorinn the voratun plate armour (9 def, 22 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +4 Cun Changes resistances: +19% blight / +20% nature / +3% mind / +29% lightning Reduced damage from: +15% Unnatural Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +5% Poison immunity: +5% Disease immunity: +5% Disarm immunity: +15% Confusion immunity: +10% Life regen: +4.00 Maximum life: +85.00 Movement speed: +20% Healing mod.: +19% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Coalsnake (12 def, 15 armour, 281.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +12% Damage (Melee): 20 darkness Damage when hit (Melee): 4 arcane Changes stats: +2 Dex / +2 Mag / +6 Con Changes resistances: +3% darkness / +29% fire Maximum wards: +6 lightning / +5 temporal / +5 blight / +5 fire / +6 cold Talents granted: +1 Ward +5 Block Physical save: +15 (+3 eff.) Mental save: +12 (+2 eff.) Hate per kill: +10.00 Maximum psi: +30.00 Mental crit. chance: +1% Infravision radius: +1 Handheld deflection devices. |
The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Ulfigund the Infernoswift (12 def, 13 armour, 203.5 block) =Demon Seed Shield=Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +13 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 20 ice Changes stats: +4 Wil Changes resistances: +20% physical / +3% light / +19% cold / +27% fire / +2% all Changes damage: +9% fire Talents granted: +5 Battle Call +5 Block Mental save: +3 (+1 eff.) Knockback immunity: +5% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.corrosive iron shield (4 def, 2 armour, 20 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to corrode armour by 30% Changes stats: +2 Con Changes resistances: +12% acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.corrosive iron shield of radiance (4 def, 2 armour, 16 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 16% chance to blind * 12% chance to corrode armour by 30% Changes stats: +2 Mag / +6 Con Changes resistances: +11% light / +12% acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.coruscating dwarven-steel shield (8 def, 2 armour, 73 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 27 fire Changes stats: +4 Str Changes resistances: +15% fire Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.crackling dwarven-steel shield of resilience (8 def, 2 armour, 74 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to daze at end of turn Changes stats: +4 Dex Changes resistances: +15% lightning Talent granted: +3 Block Maximum life: +76.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.impervious dwarven-steel shield of earthen fury (8 def, 22 armour, 167 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +22 Armour Hardiness: +8% Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +6 Con Changes resistances: +16% physical Talent granted: +3 Block Physical save: +11 (+2 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.impervious dwarven-steel shield of earthen fury (8 def, 22 armour, 161 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +22 Armour Hardiness: +8% Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +6 Con Changes resistances: +16% physical Talent granted: +3 Block Physical save: +11 (+2 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.voratun shield 'Poxquell' (12 def, 20 armour, 203.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +8.0% Physical power: +13 (+2 eff.) Armour: +20 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 10 lightning Damage when hit (Melee): 28 lightning Changes resistances: +15% nature / +20% physical Talent granted: +5 Block Physical save: +30 (+6 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.voratun shield of crushing (12 def, 3 armour, 216.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.voratun shield of earthen fury (12 def, 17 armour, 218.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +17 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +20% physical Talent granted: +5 Block Handheld deflection devices. |
Arkul's Siege Arrows (13/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 126% Wil, 50% Mag, 61% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
This item will automatically be transmogrified when you leave the level.Brightmistress the quiver of dragonbone arrows (20/20, 53.5-74.9 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 101% Wil, 86% Cun, 50% Mag Damage type: Light Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 When this weapon hits: Distortion Bolt (5% chance level 3). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to create an air burst * 10% chance to crush the target * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +8 temporal / +29 darkness / +12 blight / +30 gravity / +4 light / +29 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 mind / +24 light Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.Lustregore (19/19, 69.5-97.3 power, 36 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 101% Wil, 86% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +20.0% Capacity: 19 When this weapon hits: Curse of Death (5% chance level 3). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +46 temporal / +4 light / +20 blight / +30 nature Burst (radius 1) on hit: +8 light / +4 temporal Burst (radius 2) on crit: +12 light Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 121% Wil, 50% Mag, 73% Cun Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 101% Wil, 60% Mag, 86% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
This item will automatically be transmogrified when you leave the level.acidic quiver of dragonbone arrows of annihilation (16/22, 71.5-100.1 power, 36 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 71.5 - 100.1 Uses stats: 101% Wil, 50% Mag, 86% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +21.0% Capacity: 22 On weapon crit: * splashes the target with acid Travel speed: +200% Damage (Ranged): +30 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.plaguebringer's quiver of ash arrows of corruption (15/15, 21-29.4 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 101% Wil, 50% Mag, 86% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 17% chance to disease * 20% chance to curse the target Damage (Ranged): +34 blight / +17 darkness Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of annihilation (22/22, 70.5-98.7 power, 36 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 101% Wil, 50% Mag, 86% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +18.0% Capacity: 22 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of crippling (17/20, 51.5-72.1 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 101% Wil, 50% Mag, 86% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 20 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.sentry's quiver of elven-wood arrows of paradox (54/54, 57-79.8 power, 29 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 57.0 - 79.8 Uses stats: 101% Wil, 50% Mag, 86% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +2.5% Capacity: 54 Turns elapse between self-loadings: 0 On weapon hit: * 18% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +26 temporal Arrows are used with bows to pierce your foes to death. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5568 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. |
11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [daelach] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (15% life). The seed of a demon. |
demon seed [daelach] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (15% life). The seed of a demon. |
demon seed [dolleg] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
demon seed [dúathedlen] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (15% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
demon seed [uruivellas] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +20% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +20% Demon status: alive (15% life). The seed of a demon. |
demon seed [water imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% acid Reduce damage by fixed amount: +25 acid Demon status: alive (100% life). The seed of a demon. |
Gloraserin the dwarven-steel pickaxe (dig speed 10 turns) =Old Pick=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +19.0% Physical power: +5 (+1 eff.) Changes stats: +15 Str / +11 Wil Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Critical mult.: +16.00% Spellpower on spell critical (stacks up to 3 times): +6 Mental crit. chance: +18% When carried: Talent granted: +1 Dig Talent on hit(spell): Temporal Bolt (5% chance level 1). Allows you to dig a wall, remove a tree, create ways. |
12 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aerokira the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +8% blight / +5% darkness Reduces incoming crit damage: 15.00% Blindness immunity: +27% Confusion immunity: +22% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +11 Infravision radius: +8 See stealth: +20 See invisible: +29 Movement speed: +10% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 5.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 70 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ArcreaperPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Defense: +15 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 12 blight Damage when hit (Melee): 12 lightning Changes resistances: +9% blight / +11% darkness Changes resistances penetration: +20% lightning / +10% blight / +13% all Physical save: +15 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +19 (+4 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +5 See invisible: +12 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 54 blight damage or heals 75 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cyralaith the BlindrendPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Damage (Melee): 4 darkness / 8 temporal Damage when hit (Melee): 30 fire Changes stats: +2 Dex Changes resistances: +8% temporal / +10% cold / +10% fire Changes resistances penetration: +10% mind / +5% darkness Changes damage: +6% mind Physical save: +10 (+2 eff.) Mental save: +12 (+2 eff.) Stamina each turn: +0.20 Maximum stamina: +15.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +11% Light radius: +4 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
PoresewynPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 22 fire Changes stats: +5 Wil / +8 Mag Changes resistances: +6% arcane / +10% fire Changes resistances penetration: +10% arcane Changes damage: +9% arcane Grants telepathy: Dragon Critical mult.: +25.00% Spell save: +13 (+3 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +17 (+4 eff.) Mental crit. chance: +1% Light radius: +11 Damage Shield penetration: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Undeathwalker'Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +2 Dex / +11 Wil / +11 Cun Changes resistances: +3% all Critical mult.: +19.00% Reduces incoming crit damage: 10.00% Spell save: +14 (+3 eff.) Hate per kill: +2.00 Light radius: -6 Infravision radius: +5 Movement speed: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 18 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 766.08 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing frost salve [power 20] amazing frost salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 83% efficiency and 118% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (20% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing water salve [power 20] amazing water salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 83% efficiency and 118% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (20% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Cloudstar (24/24, 62-74.4 power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 62.0 - 74.4 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +18.0% Capacity: 24 When this weapon hits: Slime Spit (5% chance level 1). When this weapon hits: Poisonous Spores (5% chance level 2). On weapon hit: * 40 arcane resource burn * Slows global speed by 60% * 80% chance to daze at end of turn * 10% chance to create an air burst Travel speed: +400% Damage (Ranged): +33 cold Burst (radius 1) on hit: +36 lightning Burst (radius 2) on crit: +13 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.deadly pouch of stralite shots of gravity (20/22, 57-68.4 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 57.0 - 68.4 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 10% chance to crush the target Damage (Ranged): +17 gravity Shots are used with slings to pummel your foes to death. |
Boltsever [power 51] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 4 acid Damage when hit (Melee): 12 acid Changes resistances penetration: +10% acid Changes damage: +6% acid Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence It can be used to teleport randomly (rad 51), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Thundersmasher [power 173] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +4 (+1 eff.) Armour: +4 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Dex / +4 Con Changes resistances: +12% lightning Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +6% lightning Talents granted: +5 Telekinetic Blast +1 Ward Physical save: +3 (+1 eff.) Stamina each turn: +1.20 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.voratun torque of psychoportation [power 64] (27 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 64), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.dragonbone totem of thorny skin 'Layiba' [power 90] (18 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex Maximum wards: +10 acid / +9 nature / +10 light Changes damage: +12% mind Talent masteries: +0.10 Technique / Bloodthirst +0.10 Psionic / Slumber Talent granted: +2 Ward Reduces incoming crit damage: 5.00% Psi when hit: +0.04 Mindpower: +10 (+2 eff.) Infravision radius: +2 Movement speed: +20% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.natural elven-wood totem of thorny skin [power 67] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 67 and armour hardiness by 60%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Blackheart the Cornac Adventurer level 79
38th Pyre 123rd year of Ascendancy at 08:52 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Blackheart the Cornac Adventurer level 106
52nd Dusk 123rd year of Ascendancy at 13:21 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Blackheart the Cornac Adventurer level 70
69th Regrowth 123rd year of Ascendancy at 01:42 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Blackheart the Cornac Adventurer level 101
36th Dusk 123rd year of Ascendancy at 22:39 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Blackheart the Cornac Adventurer level 91
30th Dusk 123rd year of Ascendancy at 03:10 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Blackheart the Cornac Adventurer level 54
19th Regrowth 123rd year of Ascendancy at 13:50 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Blackheart the Cornac Adventurer level 88
57th Pyre 123rd year of Ascendancy at 02:34 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Blackheart the Cornac Adventurer level 39
72nd Haze 122nd year of Ascendancy at 11:05 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Blackheart the Cornac Adventurer level 40
2nd Decay 122nd year of Ascendancy at 04:07 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Blackheart the Cornac Adventurer level 54
19th Regrowth 123rd year of Ascendancy at 13:50 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Blackheart the Cornac Adventurer level 99
35th Dusk 123rd year of Ascendancy at 15:17 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blackheart the Cornac Adventurer level 54
10th Allure 123rd year of Ascendancy at 19:19 see stats
Huge Appetite (Insane (Adventure) difficulty)
Ate 20 bosses.By Blackheart the Cornac Adventurer level 81
50th Pyre 123rd year of Ascendancy at 16:59 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Blackheart the Cornac Adventurer level 108
53rd Dusk 123rd year of Ascendancy at 13:24 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Blackheart the Cornac Adventurer level 10
14th Dusk 122nd year of Ascendancy at 22:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Blackheart the Cornac Adventurer level 20
49th Haze 122nd year of Ascendancy at 18:04 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Blackheart the Cornac Adventurer level 30
65th Haze 122nd year of Ascendancy at 12:33 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Blackheart the Cornac Adventurer level 40
1st Decay 122nd year of Ascendancy at 19:12 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Blackheart the Cornac Adventurer level 50
8th Allure 123rd year of Ascendancy at 12:55 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Blackheart the Cornac Adventurer level 48
7th Allure 123rd year of Ascendancy at 16:50 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Blackheart the Cornac Adventurer level 10
15th Dusk 122nd year of Ascendancy at 08:38 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Blackheart the Cornac Adventurer level 36
70th Haze 122nd year of Ascendancy at 00:37 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Blackheart the Cornac Adventurer level 18
49th Haze 122nd year of Ascendancy at 13:54 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Blackheart the Cornac Adventurer level 88
57th Pyre 123rd year of Ascendancy at 06:04 see stats
Take you with me (Insane (Adventure) difficulty)
Killed a boss while already dead.By Blackheart the Cornac Adventurer level 101
44th Dusk 123rd year of Ascendancy at 08:13 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Blackheart the Cornac Adventurer level 57
57th Regrowth 123rd year of Ascendancy at 05:59 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Blackheart the Cornac Adventurer level 7
8th Flare 122nd year of Ascendancy at 07:20 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Blackheart the Cornac Adventurer level 37
70th Haze 122nd year of Ascendancy at 15:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Blackheart the Cornac Adventurer level 39
72nd Haze 122nd year of Ascendancy at 22:15 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Blackheart the Cornac Adventurer level 28
64th Haze 122nd year of Ascendancy at 20:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Blackheart the Cornac Adventurer level 21
50th Haze 122nd year of Ascendancy at 11:32 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Blackheart the Cornac Adventurer level 69
67th Regrowth 123rd year of Ascendancy at 21:58 see stats
Log
Blackheart activates Elemental Harmony.
Blackheart deactivates Beyond the Flesh.
Blackheart activates Beyond the Flesh.
Blackheart deactivates Trained Reactions.
Blackheart activates Trained Reactions.
Blackheart deactivates Striking Stance.
Blackheart activates Striking Stance.
Blackheart deactivates Lacerating Strikes.
Blackheart activates Lacerating Strikes.
Blackheart deactivates Exploit Weakness.
Blackheart activates Exploit Weakness.
Resting starts...
Rested for 40 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
Blackheart deactivates Kinetic Shield.
Blackheart deactivates Trained Reactions.
Blackheart deactivates Lacerating Strikes.
Blackheart deactivates Charged Shield.
Blackheart deactivates Mitosis.
Blackheart deactivates Molten Iron Blood.
Blackheart deactivates Striking Stance.
Blackheart deactivates Beyond the Flesh.
Blackheart deactivates Exploit Weakness.
Blackheart deactivates Deflection.
Blackheart deactivates Elemental Harmony.





































































































































































































































































































