Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Homosuperior |
Class | Adventurer |
Level / Exp | 50 / 6252% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 160 (base 60) |
Dexterity | 92 (base 60) |
Constitution | 110 (base 60) |
Magic | 85 (base 60) |
Willpower | 81 (base 60) |
Cunning | 110 (base 60) |
Resources
Paradox | 310 |
Mana | 1919/1919 |
Psi_feedback | 0/735 |
Vim | 1562/1562 |
Life | 24536/24536 |
Positive | 1432/1432 |
Stamina | 1624/1624 |
Equilibrium | 20 |
Healing Factor | 0.7 |
Regeneration | 84.147 |
Speed
Mental | +233.6% |
Attack | +233.6% |
Movement | +541% |
Spell | +233.6% |
Global | +444.1% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 11 |
See Stealth | 61.646293761132 |
See Invisible | 104.91378840021 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 283 |
Accuracy | 101 |
Crit Chance | 171% |
APR | 111 |
Speed | 0.30 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 135 |
Crit Chance | 100% |
Speed | 0.29976019184652 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 130 |
Crit Chance | 100% |
Speed | 0.29976019184652 |
Offense: Damage Bonus
All | +9% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 125.95140473322 (100%) |
Defense | 77 |
Ranged Defense | 84 |
Fatigue | 0 |
Physical Save | 177 |
Spell Save | 177 |
Mental Save | 175 |
Defense: Resistances
All | +120%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 10% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 352.13 physical damage and 713.81 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 175 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 21% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (30% of a turn) Is: a spell Description: Inflicts 981.18 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. |
Class Talents
Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed weapons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Grappling | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Threaded Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual weapons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Finishing moves | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Acrobatics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Arcane Power |
talent | Elemental Harmony |
talent | Keen Senses |
talent | Shield Wall |
talent | Yarrrr!! |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is surrounded by a magical shield, absorbing 175/175 damage before it crumbles. Damage Shield |
beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
beneficial effect | The target is moving is 90% faster. 3 Celerity |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target's combat attack is improved by 100. Attack |
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 |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You abandoned injured seer to death. Escort: injured seer (level 2 of Old Forest) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Daikara) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Trollmire) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Daikara) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 8 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 868. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | bright dwarven lantern of the moons bright dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% light Changes damage: +15% darkness Damage affinity(heal): +5% darkness Light radius: +9 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 755.82 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 218.95 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | Treevortex (0 def, 13 armour) Treevortex (0 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +13 Damage (Melee): 10 acid / 15 physical / 10 fire / 10 cold / 8 lightning Changes stats: +7 Dex / +5 Mag / +6 Wil / +11 Cun / +4 Con Changes resistances: +3% acid Changes damage: +3% nature / +6% physical Grants telepathy: Demon/Minor Demon/Major When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +14 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * Slows global speed by 20% Damage (Melee): +19 ice / +27 lightning / +29 fire / +29 acid Burst (radius 1) on hit: +8 nature / +10 physical Burst (radius 2) on crit: +8 nature / +15 physical It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Emelarin the dwarven-steel pickaxe (dig speed 8 turns) Emelarin the dwarven-steel pickaxe (dig speed 8 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+1 eff.) Changes stats: +2 Str Changes resistances: +10% nature / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +7% fire / +6% mind / +6% nature Critical mult.: +15.00% Mental save: +8 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 82 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Jetwire (Madness) (42-54.6 power, 9 apr) Jetwire (Madness) (42-54.6 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 42.0 - 54.6 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +16 acid When wielded/worn: Fatigue: -4% Changes stats: +3 Cun / +1 Str Changes resistances: +3% darkness Changes damage: +3% acid Light radius: +2 See invisible: +3 Curse of Madness Sharp, short and deadly. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 47 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | warded stralite shield of earthen fury (10 def, 14 armour, 54.5-65.4 power, 139 block) warded stralite shield of earthen fury (10 def, 14 armour, 54.5-65.4 power, 139 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 54.5 - 65.4 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +139 On weapon hit: * reduce the cooldown of your ward talent by 1 * deal bonus physical damage equal to your armor When wielded/worn: Armour: +14 Armour Hardiness: +9% Defense: +10 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes resistances: +18% physical Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talents granted: +1 Ward +4 Block Handheld deflection devices. |
Cloak | elven-silk cloak 'Galevault' (3 def, 10 armour) elven-silk cloak 'Galevault' (3 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +4 Cun / +3 Dex Changes resistances: +10% acid / +9% darkness / +10% fire / +10% cold / +10% lightning Critical mult.: +30.00% Stealth bonus: +15 Physical save: +9 (+1 eff.) Mental save: +26 (+3 eff.) Cut immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
Elixir of Explosive Force Elixir of Explosive ForceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Elabressra the steel amulet Elabressra the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Fatigue: -4% Damage when hit (Melee): 8 acid Changes resistances: +6% acid / +18% fire / +18% cold Changes resistances penetration: +20% acid Changes damage: +12% acid Stamina each turn: +0.20 Only die when reaching: -60.00 life Maximum life: +20.00 Amulets can have magical properties. |
Emelumira the Flashlore Emelumira the FlashloreCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 darkness / 24 fire Changes resistances: +3% acid Changes resistances penetration: +15% acid / +5% fire Physical save: +22 (+3 eff.) Spell save: +22 (+3 eff.) Mental save: +21 (+3 eff.) Amulets can have magical properties. |
Stormwrest the stralite amulet Stormwrest the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 lightning Changes stats: +7 Str / +8 Dex / +5 Mag / +7 Wil Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +6% lightning Teleport immunity: +50% Mana each turn: +0.43 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +52.00 It can be used to teleport you randomly (rad 38), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 660.07 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
voratun amulet 'Aerawyn' voratun amulet 'Aerawyn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +1.0% Effects on melee hit: * Slows global speed by 15% Changes stats: +9 Str / +10 Dex / +3 Mag / +20 Wil / +2 Cun / +5 Con Changes resistances: +6% light / +9% fire / +3% nature / +6% darkness Physical save: +26 (+3 eff.) Life regen: +3.00 Maximum life: +100.00 Infravision radius: +2 Amulets can have magical properties. |
voratun amulet 'Greenradiance' voratun amulet 'Greenradiance'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -20% Effects on melee hit: * Slows global speed by 30% * 53% chance to corrode armour Damage (Melee): 15 light / 13 darkness Effects when hit in melee: * 15% chance to blind * 11% chance to inflict damage reduction Damage when hit (Melee): 12 acid Changes stats: +20 Dex / +17 Cun / +18 Con Changes resistances: +6% nature / +24% acid Changes damage: +21% darkness / +6% nature / +15% light Life regen: +2.80 Stamina each turn: +3.00 Movement speed: +20% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Chargewrest the copper ring Chargewrest the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Effects on melee hit: * 53% chance to daze Changes stats: +2 Con Changes resistances: +24% nature Changes resistances penetration: +5% fire Changes damage: +12% nature / +15% lightning Reduces incoming crit damage: 5.00% Life regen: +0.40 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 37.62 cold and 40.16 physical damage (based on Willpower) each turn and knocking opponents back, costing 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring 'Eremurantir' steel ring 'Eremurantir'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 4 physical Changes stats: +4 Dex / +6 Con Changes damage: +9% physical Maximum encumbrance: +20 Physical save: +12 (+2 eff.) Life regen: +0.40 Rings can have magical properties. |
Dazzlegasher the gold ring Dazzlegasher the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +7 Dex Changes resistances: +9% temporal Spell save: +10 (+2 eff.) Maximum psi: +30.00 Mindpower: +4 (+0 eff.) Light radius: +3 Rings can have magical properties. |
Armadas the stralite ring Armadas the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 19 bleed Damage when hit (Melee): 8 mind Changes stats: +6 Mag / +16 Cun / +5 Con Changes resistances penetration: +25% blight Changes damage: +3% mind Stun/Freeze immunity: +44% Life regen: +4.00 Hate when firing a critical mind attack: +3.00 Only die when reaching: -80.00 life Maximum stamina: +10.00 Maximum hate: +13.00 Spellpower: +13 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Belurerim the stralite ring Belurerim the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Fatigue: -4% Changes stats: +7 Mag / +9 Wil Changes resistances: +6% temporal Mental save: +18 (+2 eff.) Only die when reaching: -20.00 life Maximum life: +30.00 Rings can have magical properties. |
Lisetha the Tempestbraid Lisetha the TempestbraidCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 10 arcane resource burn * 45% chance to daze Changes stats: +9 Cun / +9 Dex Changes resistances: +12% lightning / +6% fire / +3% temporal Changes damage: +6% acid / +9% lightning Spell save: +6 (+1 eff.) Rings can have magical properties. |
stralite ring 'Murkwasp' stralite ring 'Murkwasp'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 12 nature Changes stats: +2 Con Changes damage: +6% fire Physical save: +15 (+2 eff.) Mental save: +13 (+2 eff.) Confusion immunity: +44% Maximum life: +40.00 Maximum stamina: +15.00 Rings can have magical properties. |
Betann BetannInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +5 Mag / +9 Cun / +9 Con Changes resistances: +34% cold Changes damage: +6% arcane / +17% cold Critical mult.: +5.00% Physical save: +18 (+2 eff.) Spell save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Damage Shield penetration: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Blazefame the voratun ring Blazefame the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 darkness Changes stats: +20 Cun / +18 Dex Changes resistances: +3% lightning / +36% cold / +12% light Changes resistances penetration: +5% darkness Changes damage: +18% cold Cut immunity: +15% Confusion immunity: +5% Knockback immunity: +5% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+3 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Oakradiance OakradiancePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+4 eff.) Defense: +29 (+10 eff.) Effects on melee hit: * 15% chance to corrode armour * 15% chance to inflict damage reduction Damage when hit (Melee): 8 acid Changes resistances: +17% arcane / +6% nature Changes resistances penetration: +15% acid Changes damage: +6% acid / +17% arcane / +15% nature Movement speed: +50% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
Poridhena PoridhenaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +15 (+2 eff.) Changes stats: +9 Str / +10 Dex / +8 Mag / +8 Wil / +10 Cun / +9 Con Changes resistances penetration: +15% mind Spell save: +30 (+4 eff.) Mental save: +12 (+2 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum mana: +40.00 Maximum psi: +30.00 Spellpower: +15 (+2 eff.) Rings can have magical properties. |
voratun ring 'Dagakan' voratun ring 'Dagakan'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +7 Mag / +16 Wil / +8 Cun Changes resistances: +40% acid / +9% light Changes damage: +20% acid Physical save: +6 (+1 eff.) Blindness immunity: +10% Disease immunity: +5% Spellpower: +13 (+2 eff.) Mindpower: +10 (+1 eff.) Rings can have magical properties. |
voratun ring 'Nightparry' voratun ring 'Nightparry'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +33 (+4 eff.) Effects on melee hit: * 45% chance to daze * 53% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +9% darkness / +3% lightning Changes resistances penetration: +5% darkness Changes damage: +6% lightning / +8% all Life regen: +2.00 Maximum life: +100.00 Spellpower: +35 (+5 eff.) Mindpower: +35 (+5 eff.) Healing mod.: +28% Rings can have magical properties. |
Airtorrent (Nightmares) (10-12 power, 2 apr, arcane element) Airtorrent (Nightmares) (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Infused by nature 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +12 mind Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 8% chance to blind Damage when hit (Melee): 8 acid Changes resistances: +3% acid Changes damage: +10% arcane Talent granted: +1 Command Staff Mental save: +30 (+4 eff.) Maximum psi: +30.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 299.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
Charwinter (Madness) (10-12 power, 2 apr, arcane element) Charwinter (Madness) (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Infused by nature 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 fire Burst (radius 1) on hit: +4 fire When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 8% chance to blind Changes resistances: +6% blight / +12% cold / +3% light Changes damage: +10% arcane / +21% mind Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 299.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
Hellsobsidian (Misfortune) (20-24 power, 3 apr, acid element) Hellsobsidian (Misfortune) (20-24 power, 3 apr, acid element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +4 (+0 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 30 arcane resource burn * 8% chance to blind Changes resistances: +12% cold Changes damage: +10% acid / +6% fire / +6% physical Talent granted: +1 Command Staff Critical mult.: +6.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 403.48 light damage. Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (Madness) (10-12 power, 0 apr, darkness element) Kor's Fall (Madness) (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 160% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Madness It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.6 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 612.22 physical damage to all targets in line, and inflicting bleeding for another 306.11 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Neremira the Sunhue (Misfortune) (10-12 power, 2 apr, fire element) Neremira the Sunhue (Misfortune) (10-12 power, 2 apr, fire element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +8 nature When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 8% chance to blind Damage when hit (Melee): 4 light Changes resistances: +9% light Changes damage: +10% fire / +3% mind / +18% light Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +4 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 299.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
Yvarialle (Madness) (10-12 power, 2 apr, darkness element) Yvarialle (Madness) (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes damage: +10% darkness Talent granted: +1 Command Staff Spell save: +33 (+4 eff.) Pinning immunity: +25% Knockback immunity: +10% Equilibrium when hit: +0.08 Only die when reaching: -40.00 life Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Infravision radius: +4 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Blindwinnow (Shrouds) (15-18 power, 3 apr, fire element) Blindwinnow (Shrouds) (15-18 power, 3 apr, fire element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 20 arcane resource burn * 11% chance to blind Damage when hit (Melee): 12 light Changes stats: +3 Cun Changes resistances: +6% arcane Changes resistances penetration: +10% light Changes damage: +9% mind / +15% fire Talent granted: +1 Command Staff Mental save: +10 (+1 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 299.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
Boltviper the ash magestaff (Nightmares) (15-18 power, 3 apr, cold element) Boltviper the ash magestaff (Nightmares) (15-18 power, 3 apr, cold element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to daze Burst (radius 2) on crit: +4 lightning / +4 mind When wielded/worn: Physical crit. chance: +9.0% Changes stats: +3 Wil Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +19.00% Mental save: +30 (+4 eff.) Psi when hit: +0.04 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Bregemas the Tempestgore (Misfortune) (15-18 power, 3 apr, fire element) Bregemas the Tempestgore (Misfortune) (15-18 power, 3 apr, fire element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 lightning When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 11% chance to blind * 53% chance to daze Damage when hit (Melee): 16 mind Changes resistances: +6% lightning / +12% fire Changes damage: +6% lightning / +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 403.48 light damage. Staves designed for wielders of magic, by the greats of the art. |
Eclipse (Shrouds) (18-21.6 power, 4 apr, physical element) Eclipse (Shrouds) (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stats: 160% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% Curse of Shrouds This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Elarialle the Shockbrace (Corpses) (19-22.8 power, 3 apr, darkness element) Elarialle the Shockbrace (Corpses) (19-22.8 power, 3 apr, darkness element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 19.0 - 22.8 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 8 physical Changes stats: +1 Str Changes resistances penetration: +20% lightning Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Life regen: +0.60 Maximum stamina: +10.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Fireborn the ash starstaff (Nightmares) (15-18 power, 3 apr, physical element) Fireborn the ash starstaff (Nightmares) (15-18 power, 3 apr, physical element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +5 Wil / +2 Cun / +5 Con Changes resistances: +12% fire Changes damage: +15% physical Talent granted: +1 Command Staff Mental save: +12 (+2 eff.) Life regen: +1.00 Maximum hate: +2.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +2% Healing mod.: +17% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Tulydrasus the Unlightpeal (Misfortune) (15-18 power, 3 apr, darkness element) Tulydrasus the Unlightpeal (Misfortune) (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 darkness Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 53% chance to corrode armour Changes resistances: +3% light Changes resistances penetration: +15% light Changes damage: +27% darkness Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Anudethel the yew starstaff (Corpses) (20-24 power, 4 apr, light element) Anudethel the yew starstaff (Corpses) (20-24 power, 4 apr, light element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +4 mind When wielded/worn: Armour penetration: +1 Changes stats: +6 Con Changes resistances penetration: +15% mind Changes damage: +20% light / +9% physical Talent granted: +1 Command Staff Physical save: +20 (+3 eff.) Life regen: +1.40 Spellpower: +17 (+2 eff.) Spell crit. chance: +3% Healing mod.: +27% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Blastkiss (Misfortune) (20-24 power, 4 apr, lightning element) Blastkiss (Misfortune) (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 darkness Burst (radius 1) on hit: +8 lightning When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +6% darkness Changes damage: +20% lightning / +3% fire Talent granted: +1 Command Staff Spellpower: +22 (+3 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Galeshine (Corpses) (20-24 power, 4 apr, fire element) Galeshine (Corpses) (20-24 power, 4 apr, fire element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to daze When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 45% chance to blind * 30% chance to daze Damage when hit (Melee): 8 light / 8 lightning Changes stats: +5 Wil Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Mental save: +10 (+1 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Glayama (Corpses) (26-31.2 power, 8 apr, light element) Glayama (Corpses) (26-31.2 power, 8 apr, light element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 26.0 - 31.2 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Physical power: +2 (+1 eff.) Changes damage: +6% physical / +20% light / +9% mind Talent granted: +1 Command Staff Critical mult.: +16.00% Mental save: +3 (+1 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +30 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (Nightmares) (30-36 power, 8 apr, physical element) Gravitational Staff (Nightmares) (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 180% Mag, 30% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+4 eff.) Spell crit. chance: +7% Curse of Nightmares It can be used to activate talent Gravity Spike (costing 9 power out of 14/14) : Effective talent level: 3.0 Power cost: 9 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 654.65 physical (gravity) damage. Each target moved beyond the first increases the damage by 81.83 (up to a maximum of 327.33 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Lisariwe the yew vilestaff (Shrouds) (20-24 power, 4 apr, acid element) Lisariwe the yew vilestaff (Shrouds) (20-24 power, 4 apr, acid element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Con Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +16.00% Spell save: +33 (+4 eff.) Cut immunity: +15% Confusion immunity: +25% Maximum stamina: +5.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (Misfortune) (20-24 power, 4 apr, fire element) Staff of Destruction (Misfortune) (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 30% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). Curse of Misfortune This unique-looking staff is carved with runes of destruction. |
yew vilestaff 'Spiderthorn' (Shrouds) (20-24 power, 4 apr, fire element) yew vilestaff 'Spiderthorn' (Shrouds) (20-24 power, 4 apr, fire element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Burst (radius 1) on hit: +16 nature When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 nature / 4 acid Changes resistances: +9% nature Changes resistances penetration: +10% mind Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Aeroran the elven-wood starstaff (Misfortune) (28-33.6 power, 5 apr, darkness element) Aeroran the elven-wood starstaff (Misfortune) (28-33.6 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 28.0 - 33.6 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 19 fire Changes damage: +28% darkness / +12% arcane Talent granted: +1 Command Staff Critical mult.: +37.00% Mana each turn: +0.12 Spellpower: +21 (+3 eff.) Spell crit. chance: +4% See invisible: +13 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Cloudtyphoon (Shrouds) (25-30 power, 5 apr, cold element) Cloudtyphoon (Shrouds) (25-30 power, 5 apr, cold element)Requires: - Magic 35 Crafted by a master 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 physical When wielded/worn: Armour penetration: +2 Physical crit. chance: +16.0% Changes stats: +1 Dex Changes resistances: +3% lightning / +6% temporal / +5% arcane Changes resistances penetration: +20% lightning Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +18.00% Reduces incoming crit damage: 10.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Fulodunablek the elven-wood starstaff (Nightmares) (25-30 power, 5 apr, darkness element) Fulodunablek the elven-wood starstaff (Nightmares) (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 blight When wielded/worn: Changes stats: +2 Str / +2 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Mana when firing critical spell: +8.00 Vim when firing critical spell: +4.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +17% Infravision radius: +2 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Hettumnir (Misfortune) (25-30 power, 5 apr, darkness element) Hettumnir (Misfortune) (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40 arcane resource burn When wielded/worn: Defense: +13 (+5 eff.) Effects on melee hit: * Slows global speed by 15% * 17% chance to blind Changes stats: +2 Str / +1 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances: +3% lightning Changes resistances penetration: +10% mind Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +5 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 299.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
Radhevor the elven-wood vilestaff (Madness) (25-30 power, 5 apr, fire element) Radhevor the elven-wood vilestaff (Madness) (25-30 power, 5 apr, fire element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom When wielded/worn: Physical crit. chance: +13.0% Changes stats: +2 Wil Changes resistances: +6% acid Changes damage: +6% acid / +25% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Equilibrium when hit: +0.12 Maximum hate: +10.00 Maximum psi: +20.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +1% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Xunne the elven-wood magestaff (Corpses) (25-30 power, 5 apr, cold element) Xunne the elven-wood magestaff (Corpses) (25-30 power, 5 apr, cold element)Requires: - Magic 35 Crafted by a master 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Changes resistances: +3% temporal / +6% darkness / +6% blight / +12% cold / +5% arcane Changes resistances penetration: +5% mind Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +28.00% Physical save: +30 (+4 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Bleakzeal the dragonbone magestaff (Corpses) (30-36 power, 6 apr, lightning element) Bleakzeal the dragonbone magestaff (Corpses) (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Fatigue: -2% Changes stats: +6 Mag / +6 Wil Changes resistances: +6% light / +15% lightning Changes damage: +30% lightning / +15% darkness Talent granted: +1 Command Staff Mana each turn: +0.31 Only die when reaching: -100.00 life Maximum mana: +178.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Boridas the Brandstrike (Madness) (30-36 power, 6 apr, darkness element) Boridas the Brandstrike (Madness) (30-36 power, 6 apr, darkness 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Changes stats: +3 Mag Changes resistances: +3% temporal / +6% fire Changes damage: +30% acid / +6% temporal / +30% darkness / +30% blight / +30% fire Talent granted: +1 Command Staff Critical mult.: +5.00% Spell save: +20 (+3 eff.) Mana each turn: +0.40 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +77.00 Spellpower: +31 (+4 eff.) Spell crit. chance: +5% Curse of Madness It can be used to conjure elemental energy in a radius 10 cone, dealing 164.59 to 197.51 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Ce'Nyrin (Corpses) (30-36 power, 6 apr, darkness element) Ce'Nyrin (Corpses) (30-36 power, 6 apr, darkness 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 8 mind Changes resistances: +6% arcane Changes damage: +30% darkness / +3% temporal / +12% arcane / +6% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +35% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Dawnstreaker (Nightmares) (30-36 power, 6 apr, lightning element) Dawnstreaker (Nightmares) (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * Slows global speed by 40% * 40% chance to blind Damage (Melee): +8 acid Burst (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +30 (+5 eff.) Physical crit. chance: +20.0% Physical power: +29 (+4 eff.) Changes stats: +7 Con Changes resistances: +9% light / +9% lightning Changes damage: +30% lightning / +3% acid Talent granted: +1 Command Staff Critical mult.: +28.00% Life regen: +2.00 Spellpower: +42 (+6 eff.) Spell crit. chance: +13% Healing mod.: +30% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Elunn the Arcdare (Shrouds) (30-36 power, 6 apr, fire element) Elunn the Arcdare (Shrouds) (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze Damage (Melee): +12 temporal Burst (radius 1) on hit: +4 temporal When wielded/worn: Defense: +25 (+9 eff.) Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 8 temporal Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +15% temporal / +30% fire Talent granted: +1 Command Staff Spellpower: +38 (+5 eff.) Spell crit. chance: +19% Damage Shield penetration: +50% Curse of Shrouds It can be used to project a bolt elemental energy from the staff (to range 10) dealing 164.59 to 197.51 fire damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Hanelen (Corpses) (42-50.4 power, 6 apr, arcane element) Hanelen (Corpses) (42-50.4 power, 6 apr, arcane 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: 42.0 - 50.4 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +12% Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +1 Str Changes damage: +42% arcane Talent granted: +1 Command Staff Critical mult.: +6.00% Reduces incoming crit damage: 5.00% Physical save: +12 (+2 eff.) Life regen: +0.60 Mana when firing critical spell: +2.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +19% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (Shrouds) (30-36 power, 4 apr, arcane element) Lost Staff of Archmage Tarelion (Shrouds) (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, 30% 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 (+6 eff.) Spell crit. chance: +25% Curse of Shrouds Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Porumira the dragonbone magestaff (Nightmares) (30-36 power, 6 apr, cold element) Porumira the dragonbone magestaff (Nightmares) (30-36 power, 6 apr, cold element)Requires: - Magic 48 Infused by nature 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Armour: +2 Defense: +15 (+6 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +1 Wil / +7 Con Changes resistances: +12% blight / +6% fire Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +33 (+4 eff.) Knockback immunity: +20% Life regen: +2.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Light radius: +6 Healing mod.: +30% Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 299.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (Madness) (30-36 power, 4 apr, temporal element) Rod of Sarrilon (Madness) (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 30% 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 resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+6 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Madness A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Telos's Staff (Top Half) (Nightmares) (35-42 power, 0 apr, lightning element) Telos's Staff (Top Half) (Nightmares) (35-42 power, 0 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% lightning Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+4 eff.) Spell crit. chance: +15% Curse of Nightmares The top part of Telos' broken staff. |
Unrokath the Sewerburst (Shrouds) (30-36 power, 6 apr, blight element) Unrokath the Sewerburst (Shrouds) (30-36 power, 6 apr, blight 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 17% chance to disease Changes stats: +3 Wil Changes resistances: +9% nature Changes damage: +39% blight / +6% nature Talent granted: +1 Command Staff Mana each turn: +0.40 Vim when firing critical spell: +5.00 Maximum vim: +29.00 Spellpower: +39 (+5 eff.) Spell crit. chance: +10% Light radius: +2 Damage Shield penetration: +20% Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
Yarulin (Corpses) (30-36 power, 6 apr, blight element) Yarulin (Corpses) (30-36 power, 6 apr, blight 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +10% mind / +15% blight Changes damage: +30% blight / +3% mind Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Spell save: +9 (+1 eff.) Cut immunity: +10% Silence immunity: +20% Pinning immunity: +25% Mana each turn: +0.40 Maximum mana: +62.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +9% Curse of Corpses It can be used to project a bolt elemental energy from the staff (to range 10) dealing 164.59 to 197.51 blight damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Cyrulle' (Corpses) (30-36 power, 6 apr, lightning element) dragonbone magestaff 'Cyrulle' (Corpses) (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Physical crit. chance: +15.0% Changes stats: +2 Dex / +2 Mag / +3 Cun / +17 Con Changes resistances: +3% nature / +3% fire Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +3.90 Spellpower: +32 (+5 eff.) Spell crit. chance: +5% Healing mod.: +52% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Glowtickler' (Nightmares) (30-36 power, 6 apr, fire element) dragonbone magestaff 'Glowtickler' (Nightmares) (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 35 fire Damage when hit (Melee): 8 blight Changes stats: +5 Mag / +7 Wil Changes resistances penetration: +5% light Changes damage: +30% fire Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +50.00% Equilibrium when hit: +0.04 Psi when hit: +0.12 Maximum mana: +110.00 Spellpower: +46 (+6 eff.) Spell crit. chance: +15% Mental crit. chance: +1% See invisible: +14 Curse of Nightmares It can be used to unleash an elemental blastwave, dealing 164.59 to 197.51 fire damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Hanineg' (Shrouds) (30-36 power, 6 apr, fire element) dragonbone magestaff 'Hanineg' (Shrouds) (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 4 blight / 4 temporal Changes resistances: +15% fire / +6% temporal Changes resistances penetration: +25% blight / +10% temporal Changes damage: +6% temporal / +30% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +99.00 Maximum vim: +20.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Scaldwisp' (Corpses) (42-50.4 power, 6 apr, fire element) dragonbone magestaff 'Scaldwisp' (Corpses) (42-50.4 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 2) on crit: +4 arcane / +8 fire When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +3% lightning / +14% temporal / +15% darkness / +15% fire Changes resistances penetration: +15% arcane Changes damage: +42% lightning / +42% cold / +42% arcane / +42% fire Talent granted: +1 Command Staff Spellpower: +26 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +30 Resist all after a teleport: +19% New effects duration reduction after a teleport: +44% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Cindernigh' (Nightmares) (30-36 power, 6 apr, physical element) dragonbone starstaff 'Cindernigh' (Nightmares) (30-36 power, 6 apr, physical element)Requires: - Magic 48 Infused by nature 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 20% chance to daze Burst (radius 2) on crit: +4 fire When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 10 arcane resource burn Changes stats: +14 Con Changes resistances: +9% blight / +6% fire / +9% darkness / +9% cold Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +3.60 Spellpower: +33 (+5 eff.) Spell crit. chance: +5% Healing mod.: +59% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Emelirin' (Misfortune) (42-50.4 power, 6 apr, temporal element) dragonbone starstaff 'Emelirin' (Misfortune) (42-50.4 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: 42.0 - 50.4 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 arcane When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Changes stats: +1 Wil Changes resistances: +5% arcane Maximum wards: +2 temporal Changes resistances penetration: +10% acid / +5% arcane Changes damage: +3% blight / +42% temporal Talents granted: +4 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Alazilalen' (Shrouds) (30-36 power, 6 apr, acid element) dragonbone vilestaff 'Alazilalen' (Shrouds) (30-36 power, 6 apr, acid element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +25.0% Physical power: +15 (+2 eff.) Damage when hit (Melee): 12 acid Changes stats: +5 Str / +6 Con Changes damage: +33% acid Talent granted: +1 Command Staff Critical mult.: +34.00% Reduces incoming crit damage: 5.00% Life regen: +2.00 Spellpower: +34 (+5 eff.) Spell crit. chance: +9% Light radius: +4 Healing mod.: +27% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Blindslice' (Shrouds) (30-36 power, 6 apr, fire element) dragonbone vilestaff 'Blindslice' (Shrouds) (30-36 power, 6 apr, fire element)Requires: - Magic 48 Infused by nature 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 arcane / +8 blight When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light / 8 fire Changes stats: +14 Con Changes resistances: +3% blight Changes damage: +3% blight / +30% fire / +3% arcane Talent granted: +1 Command Staff Critical mult.: +18.00% Life regen: +3.70 Spellpower: +35 (+5 eff.) Spell crit. chance: +5% Healing mod.: +60% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Eclipsestoker' (Misfortune) (30-36 power, 6 apr, acid element) dragonbone vilestaff 'Eclipsestoker' (Misfortune) (30-36 power, 6 apr, acid 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +12 arcane When wielded/worn: Defense: +25 (+9 eff.) Damage (Melee): 34 fire / 10 % chance of confusion Damage when hit (Melee): 4 darkness Changes stats: +10 Mag / +10 Cun / +9 Con Changes resistances penetration: +10% arcane Changes damage: +30% acid / +3% darkness / +3% arcane Talent granted: +1 Command Staff Critical mult.: +67.00% Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +33 (+5 eff.) Spell crit. chance: +5% See invisible: +20 Damage Shield penetration: +50% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Bottom Half) (Corpses) Telos's Staff (Bottom Half) (Corpses)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Corpses The bottom part of Telos' broken staff. |
Voruna the Willowfiend (Misfortune) (15-22.5 power, 1 apr) Voruna the Willowfiend (Misfortune) (15-22.5 power, 1 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 nature / +12 temporal Burst (radius 1) on hit: +8 light When wielded/worn: Changes resistances: +2% physical Changes resistances penetration: +20% light Changes damage: +9% nature / +9% fire Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Curse of Misfortune Massive two-handed battleaxes. |
Abysstyphoon (Nightmares) (36.5-54.75 power, 2 apr) Abysstyphoon (Nightmares) (36.5-54.75 power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 36.5 - 54.8 Uses stats: 170% Mag, 30% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +2 Dex Changes resistances penetration: +15% fire Changes damage: +3% mind Light radius: +4 Curse of Nightmares Massive two-handed battleaxes. |
Ashworth the steel battleaxe (Misfortune) (19.5-29.25 power, 2 apr) Ashworth the steel battleaxe (Misfortune) (19.5-29.25 power, 2 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stats: 170% Mag, 30% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +42 insidious poison Burst (radius 1) on hit: +12 light When wielded/worn: Armour: +2 Changes resistances: +3% fire / +5% arcane / +3% cold Spell save: +30 (+4 eff.) Pinning immunity: +5% Only die when reaching: -60.00 life Curse of Misfortune Massive two-handed battleaxes. |
Shadowvengeance (Shrouds) (19-28.5 power, 2 apr) Shadowvengeance (Shrouds) (19-28.5 power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction Damage (Melee): +4 darkness Burst (radius 2) on crit: +12 acid / +4 darkness / +4 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +5% nature Critical mult.: +20.00% Curse of Shrouds Massive two-handed battleaxes. |
steel battleaxe 'Serpentwoe' (Nightmares) (23.5-35.25 power, 6 apr) steel battleaxe 'Serpentwoe' (Nightmares) (23.5-35.25 power, 6 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.3 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +38 insidious poison / +8 darkness / +4 light When wielded/worn: Accuracy: +4 (+0 eff.) Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances: +2% physical Maximum encumbrance: +20 Life regen: +0.40 Stamina each turn: +0.40 Curse of Nightmares Massive two-handed battleaxes. |
Drake's Bane (Nightmares) (52-78 power, 21 apr) Drake's Bane (Nightmares) (52-78 power, 21 apr)Requires: - Magic 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Nightmares The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Furnaceguile (Madness) (34-51 power, 5 apr) Furnaceguile (Madness) (34-51 power, 5 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +8.5% Attack speed: 100% Damage (Melee): +20 mind Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Dex Physical save: +33 (+4 eff.) Maximum stamina: +10.00 Curse of Madness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
Charsteel (Misfortune) (42-63 power, 3 apr) Charsteel (Misfortune) (42-63 power, 3 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When wielded/worn: Armour penetration: +19 Damage when hit (Melee): 12 fire Changes resistances: +6% mind / +3% fire Changes resistances penetration: +15% fire / +19% physical Changes damage: +6% mind / +19% physical Physical save: +6 (+1 eff.) Blindness immunity: +10% Disease immunity: +20% Pinning immunity: +5% Curse of Misfortune Massive two-handed battleaxes. |
Duridugund (Misfortune) (44-66 power, 3 apr) Duridugund (Misfortune) (44-66 power, 3 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +9.5% Attack speed: 100% On weapon hit: * 42% chance to cause random gloom Damage (Melee): +30 mind Burst (radius 2) on crit: +8 physical When wielded/worn: Changes stats: +1 Str / +9 Wil / +9 Cun Changes resistances: +6% acid Changes resistances penetration: +10% physical Critical mult.: +6.00% Healing mod.: +20% Curse of Misfortune Massive two-handed battleaxes. |
Salann the Spiderpiercer (Nightmares) (43-64.5 power, 3 apr) Salann the Spiderpiercer (Nightmares) (43-64.5 power, 3 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stats: 170% Mag, 30% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +20 nature / +24 temporal When wielded/worn: Changes resistances: +15% nature Changes damage: +9% blight Mental save: +16 (+2 eff.) Mindpower: +16 (+2 eff.) Curse of Nightmares Massive two-handed battleaxes. |
stralite battleaxe 'Tempestspiker' (Shrouds) (44.5-66.75 power, 3 apr) stralite battleaxe 'Tempestspiker' (Shrouds) (44.5-66.75 power, 3 apr)Requires: - Magic 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: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +70 insidious poison Burst (radius 1) on hit: +8 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +1 Mag Changes resistances: +9% cold / +6% temporal / +3% nature / +3% fire Spell save: +3 (+1 eff.) Only die when reaching: -40.00 life Curse of Shrouds Massive two-handed battleaxes. |
Adildana the voratun battleaxe (Corpses) (56.5-84.75 power, 4 apr) Adildana the voratun battleaxe (Corpses) (56.5-84.75 power, 4 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 170% Mag, 30% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +4 mind When wielded/worn: Changes resistances: +9% lightning / +6% arcane / +6% darkness Changes resistances penetration: +24% acid / +24% fire / +14% lightning / +16% cold Critical mult.: +5.00% Spell save: +6 (+1 eff.) Disarm immunity: +5% Spellpower on spell critical (stacks up to 3 times): +2 Curse of Corpses Massive two-handed battleaxes. |
Khulmanar's Wrath (Madness) (70-105 power, 8 apr) Khulmanar's Wrath (Madness) (70-105 power, 8 apr)Requires: - Magic 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. Curse of Madness It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 509.75 fire damage, and flames will be left dealing a further 119.38 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Kindlespike the voratun battleaxe (Corpses) (57.5-86.25 power, 4 apr) Kindlespike the voratun battleaxe (Corpses) (57.5-86.25 power, 4 apr)Requires: - Magic 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: 57.5 - 86.3 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +26 blight / +12 fire Burst (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +17 Physical crit. chance: +17.0% Defense: +20 (+7 eff.) Damage when hit (Melee): 4 fire Changes resistances: +12% acid Changes resistances penetration: +15% arcane Critical mult.: +28.00% Disease immunity: +48% Disarm immunity: +69% Curse of Corpses Massive two-handed battleaxes. |
Lelisus (Madness) (75.5-113.25 power, 4 apr) Lelisus (Madness) (75.5-113.25 power, 4 apr)Requires: - Magic 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: 75.5 - 113.3 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Cun Changes resistances penetration: +24% acid / +10% blight / +20% fire / +24% cold / +24% lightning Equilibrium when hit: +0.12 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +10 (+1 eff.) Curse of Madness Massive two-handed battleaxes. |
Nimbusvortex (Madness) (56.5-84.75 power, 4 apr) Nimbusvortex (Madness) (56.5-84.75 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +24 mind Burst (radius 1) on hit: +4 lightning / +8 nature Burst (radius 2) on crit: +20 nature / +4 lightning When wielded/worn: Physical power: +19 (+3 eff.) Changes stats: +10 Con Changes resistances: +3% lightning / +5% arcane / +14% all Changes resistances penetration: +5% lightning / +21% physical / +21% nature Changes damage: +9% lightning Disarm immunity: +49% Curse of Madness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
voratun battleaxe 'Kindlelace' (Nightmares) (55.5-83.25 power, 4 apr) voratun battleaxe 'Kindlelace' (Nightmares) (55.5-83.25 power, 4 apr)Requires: - Magic 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: 55.5 - 83.3 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +42 temporal When wielded/worn: Armour penetration: +19 Damage when hit (Melee): 28 temporal Changes stats: +2 Str / +2 Con Changes resistances: +28% temporal Changes resistances penetration: +21% physical Changes damage: +6% fire / +19% physical See invisible: +3 Curse of Nightmares Massive two-handed battleaxes. |
voratun battleaxe 'Tempesttickler' (Shrouds) (56-84 power, 4 apr) voratun battleaxe 'Tempesttickler' (Shrouds) (56-84 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +70 insidious poison / +4 blight Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 lightning / +28 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +20.0% Effects on melee hit: * 15% chance to daze Changes resistances: +6% blight Changes resistances penetration: +10% light / +21% fire Critical mult.: +28.00% Spell save: +10 (+2 eff.) Spellpower: +2 (+0 eff.) Global speed: +7% Curse of Shrouds Massive two-handed battleaxes. |
Crackleknave the iron greatmaul (Shrouds) (19-28.5 power, 1 apr) Crackleknave the iron greatmaul (Shrouds) (19-28.5 power, 1 apr)Requires: - Magic 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 40% chance to daze Damage (Melee): +12 mind When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% fire Physical save: +10 (+1 eff.) Pinning immunity: +15% Knockback immunity: +25% Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
Elelrana the iron greatmaul (Madness) (17.5-26.25 power, 1 apr) Elelrana the iron greatmaul (Madness) (17.5-26.25 power, 1 apr)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 nature / +12 temporal When wielded/worn: Changes resistances: +9% darkness / +3% cold Critical mult.: +3.00% Reduces incoming crit damage: 5.00% Spell save: +9 (+1 eff.) Stamina each turn: +0.40 Only die when reaching: -60.00 life Curse of Madness Massive two-handed mauls. |
Murkkin (Shrouds) (17-25.5 power, 1 apr) Murkkin (Shrouds) (17-25.5 power, 1 apr)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 53% chance to inflict damage reduction Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +9 (+4 eff.) Changes resistances: +18% acid Changes resistances penetration: +5% acid Changes damage: +6% mind Mental save: +20 (+3 eff.) Disarm immunity: +35% Maximum psi: +10.00 Mindpower: +4 (+0 eff.) Curse of Shrouds Massive two-handed mauls. |
steel greatmaul 'Branutohir' (Misfortune) (28-42 power, 2 apr) steel greatmaul 'Branutohir' (Misfortune) (28-42 power, 2 apr)Requires: - Magic 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 48% chance to cause random gloom Damage (Melee): +31 mind When wielded/worn: Changes stats: +1 Dex / +9 Wil / +12 Cun Curse of Misfortune Massive two-handed mauls. |
steel greatmaul 'Chalatogrim' (Nightmares) (32.5-48.75 power, 2 apr) steel greatmaul 'Chalatogrim' (Nightmares) (32.5-48.75 power, 2 apr)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.5 - 48.8 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +2.0% Attack speed: 100% Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +1 Defense: +12 (+5 eff.) Changes stats: +2 Dex Changes resistances penetration: +5% acid Physical save: +10 (+1 eff.) Disarm immunity: +43% Maximum life: +30.00 Healing mod.: +5% Curse of Nightmares Massive two-handed mauls. |
Burnfury (Nightmares) (44.5-66.75 power, 2 apr) Burnfury (Nightmares) (44.5-66.75 power, 2 apr)Requires: - Magic 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 mind Burst (radius 1) on hit: +8 mind When wielded/worn: Fatigue: -6% Damage when hit (Melee): 16 fire Critical mult.: +15.00% Stamina each turn: +0.60 Mental crit. chance: +3% Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
Fulyyarach (Shrouds) (41.5-62.25 power, 2 apr) Fulyyarach (Shrouds) (41.5-62.25 power, 2 apr)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 170% Mag, 30% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +16 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str Changes resistances: +3% cold / +3% light / +6% arcane Changes damage: +9% acid / +16% physical Stamina when hit: +3.00 Maximum hate: +6.00 Curse of Shrouds Massive two-handed mauls. |
Unstoppable Mauler (Shrouds) (48-72 power, 15 apr) Unstoppable Mauler (Shrouds) (48-72 power, 15 apr)Requires: - Magic 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+3 eff.) Pinning immunity: +100% Knockback immunity: +100% Curse of Shrouds It can be used to activate talent Fearless Cleave (costing 11 power out of 18/18) : Effective talent level: 3.0 Power cost: 11 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
stralite greatmaul 'Bleakcut' (Nightmares) (53-79.5 power, 3 apr) stralite greatmaul 'Bleakcut' (Nightmares) (53-79.5 power, 3 apr)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +62 insidious poison When wielded/worn: Physical crit. chance: +16.0% Physical power: +19 (+3 eff.) Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +9 Con Changes resistances: +6% nature Changes resistances penetration: +15% darkness / +17% physical Physical save: +6 (+1 eff.) Cut immunity: +5% Silence immunity: +5% Disarm immunity: +42% Pinning immunity: +5% Knockback immunity: +15% Teleport immunity: +25% Curse of Nightmares Massive two-handed mauls. |
stralite greatmaul 'Dazzleworth' (Madness) (53.5-80.25 power, 3 apr) stralite greatmaul 'Dazzleworth' (Madness) (53.5-80.25 power, 3 apr)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +19 (+3 eff.) Defense: +19 (+7 eff.) Changes stats: +1 Dex Changes resistances penetration: +10% light / +15% physical Changes damage: +12% acid Physical save: +3 (+1 eff.) Disarm immunity: +62% Healing mod.: +20% Curse of Madness Massive two-handed mauls. |
Bogqueen the voratun greatmaul (Shrouds) (86-129 power, 4 apr) Bogqueen the voratun greatmaul (Shrouds) (86-129 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +42 ice When wielded/worn: Armour penetration: +20 Armour: +21 Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% nature Changes resistances penetration: +19% physical / +5% nature / +21% cold Changes damage: +6% acid / +21% physical / +18% arcane Curse of Shrouds Massive two-handed mauls. |
Oakthorn (Madness) (67-100.5 power, 4 apr) Oakthorn (Madness) (67-100.5 power, 4 apr)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +4 nature / +26 blight Burst (radius 1) on hit: +4 acid / +24 fire When wielded/worn: Effects on melee hit: * Slows global speed by 45% Changes resistances: +9% nature Changes resistances penetration: +5% acid Changes damage: +24% acid Disease immunity: +49% Curse of Madness Massive two-handed mauls. |
Olakalthodin the Starraptor (Nightmares) (70.5-105.75 power, 4 apr) Olakalthodin the Starraptor (Nightmares) (70.5-105.75 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning / +20 mind Burst (radius 1) on hit: +14 fire When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +5 Cun / +2 Con Spell save: +6 (+1 eff.) Mana each turn: +0.08 See invisible: +9 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
Prismblood the voratun greatmaul (Madness) (64-96 power, 4 apr) Prismblood the voratun greatmaul (Madness) (64-96 power, 4 apr)Requires: - Magic 48 Infused by nature 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: 64.0 - 96.0 Uses stats: 170% Mag, 30% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour * 20 arcane resource burn * 49% chance to cause random gloom Damage (Melee): +31 mind When wielded/worn: Armour penetration: +21 Damage when hit (Melee): 8 light Changes stats: +10 Cun / +10 Wil Changes resistances: +6% acid / +12% temporal / +6% darkness / +6% blight / +3% nature Changes resistances penetration: +21% acid / +21% physical Changes damage: +6% acid / +21% physical Spell save: +3 (+1 eff.) Life regen: +4.00 Curse of Madness Massive two-handed mauls. |
Thunderwrest the voratun greatmaul (Misfortune) (65.5-98.25 power, 4 apr) Thunderwrest the voratun greatmaul (Misfortune) (65.5-98.25 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stats: 170% Mag, 30% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour On weapon crit: * wounds the target reducing their healing Damage (Melee): +72 insidious poison Burst (radius 1) on hit: +8 nature When wielded/worn: Armour penetration: +20 Physical crit. chance: +42.0% Physical power: +21 (+3 eff.) Changes resistances: +12% acid / +6% nature / +9% lightning Changes resistances penetration: +5% lightning Critical mult.: +28.00% Curse of Misfortune Massive two-handed mauls. |
Ulysin the Coalrage (Nightmares) (66.5-99.75 power, 4 apr) Ulysin the Coalrage (Nightmares) (66.5-99.75 power, 4 apr)Requires: - Magic 48 Infused by arcane disrupting 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: 66.5 - 99.8 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 33 arcane resource burn * 25% chance to put talents on cooldown Burst (radius 1) on hit: +4 darkness / +4 acid When wielded/worn: Accuracy: +21 (+3 eff.) Damage when hit (Melee): 4 acid Changes stats: +10 Str Changes resistances: +6% cold / +15% light / +6% temporal Changes damage: +3% darkness / +21% physical Stamina when hit: +3.00 Curse of Nightmares Massive two-handed mauls. |
voratun greatmaul 'Getudir' (Corpses) (86-129 power, 4 apr) voratun greatmaul 'Getudir' (Corpses) (86-129 power, 4 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +27 nature / +4 acid Burst (radius 2) on crit: +28 fire When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% blight / +6% temporal Changes resistances penetration: +17% fire Changes damage: +3% acid Spell save: +6 (+1 eff.) Mental save: +3 (+1 eff.) Global speed: +8% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Curse of Corpses Massive two-handed mauls. |
voratun greatmaul 'Xota' (Nightmares) (85.5-128.25 power, 4 apr) voratun greatmaul 'Xota' (Nightmares) (85.5-128.25 power, 4 apr)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.5 - 128.3 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * cripple the target Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +21.0% Changes stats: +8 Str / +2 Mag / +3 Wil / +1 Cun Changes damage: +21% physical Reduces incoming crit damage: 20.00% Stamina when hit: +4.00 Light radius: +4 Curse of Nightmares Massive two-handed mauls. |
Magmaspar (Misfortune) (15.5-24.8 power, 1 apr) Magmaspar (Misfortune) (15.5-24.8 power, 1 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +9% temporal / +3% fire / +12% light / +6% darkness Physical save: +30 (+4 eff.) Cut immunity: +10% Stun/Freeze immunity: +15% Only die when reaching: -40.00 life Curse of Misfortune Massive two-handed swords. |
Sulfurguile (Nightmares) (18.5-29.6 power, 1 apr) Sulfurguile (Nightmares) (18.5-29.6 power, 1 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 mind / +12 lightning When wielded/worn: Damage when hit (Melee): 20 nature Changes stats: +1 Cun Changes resistances penetration: +5% lightning Critical mult.: +15.00% Maximum hate: +6.00 Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
Amatofang the Vilekiss (Madness) (25-40 power, 2 apr) Amatofang the Vilekiss (Madness) (25-40 power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +4 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +12 (+5 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes resistances: +3% nature Changes damage: +6% fire Spell save: +6 (+1 eff.) Disarm immunity: +42% Curse of Madness Massive two-handed swords. |
Cyroriata the steel greatsword (Corpses) (30.5-48.8 power, 2 apr) Cyroriata the steel greatsword (Corpses) (30.5-48.8 power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.5 - 48.8 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Armour penetration: +9 Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Fatigue: -4% Changes stats: +2 Str Changes resistances penetration: +10% physical Changes damage: +7% physical Critical mult.: +3.00% Healing mod.: +10% Curse of Corpses Massive two-handed swords. |
steel greatsword 'Branodedur' (Madness) (21.5-34.4 power, 2 apr) steel greatsword 'Branodedur' (Madness) (21.5-34.4 power, 2 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stats: 170% Mag, 30% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 nature / +16 temporal Burst (radius 2) on crit: +12 mind When wielded/worn: Changes resistances: +6% mind Mental save: +6 (+1 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +3% Curse of Madness Massive two-handed swords. |
Singebraid (Madness) (55-88 power, 2 apr) Singebraid (Madness) (55-88 power, 2 apr)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 55.0 - 88.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 53% chance to corrode armour * 33% chance to daze * Random elemental explosion Damage (Melee): +12 acid When wielded/worn: Fatigue: -2% Effects on melee hit: * 30% chance to corrode armour Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +35% lightning / +19% fire / +19% cold / +19% acid Changes damage: +3% physical / +6% fire Maximum stamina: +10.00 Curse of Madness Massive two-handed swords. |
dwarven-steel greatsword 'Eremerek' (Misfortune) (37.5-60 power, 2 apr) dwarven-steel greatsword 'Eremerek' (Misfortune) (37.5-60 power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +12 acid When wielded/worn: Accuracy: +16 (+2 eff.) Defense: +16 (+6 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 mind Changes stats: +3 Wil Changes resistances: +6% blight Disarm immunity: +52% Mindpower: +6 (+0 eff.) Mental crit. chance: +4% Curse of Misfortune Massive two-handed swords. |
Mardolen the Flamebearer (Corpses) (47.5-76 power, 3 apr) Mardolen the Flamebearer (Corpses) (47.5-76 power, 3 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30% chance to corrode armour On weapon crit: * cripple the target Burst (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +16 Physical crit. chance: +35.0% Effects on melee hit: * 10% chance to disease Changes resistances: +12% mind / +3% cold Changes resistances penetration: +14% acid Critical mult.: +26.00% Reduces incoming crit damage: 5.00% Physical save: +10 (+1 eff.) Mental save: +3 (+1 eff.) Poison immunity: +5% Life regen: +3.00 Curse of Corpses Massive two-handed swords. |
Warmaster Gnarg's Murderblade (Corpses) (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (Corpses) (60-96 power, 19 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault Curse of Corpses A blood-etched greatsword, it has seen many foes. From the inside. |
Zubyma the stralite greatsword (Corpses) (49.5-79.2 power, 3 apr) Zubyma the stralite greatsword (Corpses) (49.5-79.2 power, 3 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 mind When wielded/worn: Armour: +4 Changes damage: +9% acid Reduces incoming crit damage: 5.00% Disease immunity: +10% Teleport immunity: +25% Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
Berayavon (Madness) (65-104 power, 4 apr) Berayavon (Madness) (65-104 power, 4 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * disrupts spell-casting Damage against: +42% Unnatural When wielded/worn: Changes resistances: +6% cold / +9% light / +12% all Changes resistances penetration: +21% nature / +21% mind / +17% darkness Spell save: +24 (+3 eff.) Stun/Freeze immunity: +5% Teleport immunity: +5% Psi when hit: +0.12 Mental crit. chance: +3% Curse of Madness Massive two-handed swords. |
Blazesting the voratun greatsword (Madness) (60-96 power, 4 apr) Blazesting the voratun greatsword (Madness) (60-96 power, 4 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 20% chance to curse the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +24 light Burst (radius 1) on hit: +24 fire Burst (radius 2) on crit: +8 lightning Damage against: +16% Undead When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +1 Mag Changes resistances: +6% blight Changes resistances penetration: +10% arcane Changes damage: +3% lightning Critical mult.: +5.00% Curse of Madness Massive two-handed swords. |
Borosk's Hate (Corpses) (60-96 power, 22 apr) Borosk's Hate (Corpses) (60-96 power, 22 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Curse of Corpses This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (Nightmares) (67-107.2 power, 22 apr) Champion's Will (Nightmares) (67-107.2 power, 22 apr)Requires: - Magic 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: 67.0 - 107.2 Uses stats: 30% Wil, 165% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 290 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. Curse of Nightmares It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 18 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Demongrit (Nightmares) (61.5-98.4 power, 4 apr) Demongrit (Nightmares) (61.5-98.4 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +27 blight / +4 darkness When wielded/worn: Physical crit. chance: +20.0% Damage when hit (Melee): 4 darkness Changes resistances: +6% fire / +9% nature / +3% mind Changes resistances penetration: +23% acid / +24% fire / +24% lightning / +19% cold Critical mult.: +10.00% Physical save: +3 (+1 eff.) Disease immunity: +49% Knockback immunity: +10% Spellpower on spell critical (stacks up to 3 times): +2 Curse of Nightmares Massive two-handed swords. |
Flamescar the voratun greatsword (Misfortune) (62-99.2 power, 4 apr) Flamescar the voratun greatsword (Misfortune) (62-99.2 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 170% Mag, 30% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction * Random elemental explosion * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning / +16 fire / +8 darkness Burst (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +21 Changes resistances: +6% light / +6% fire Changes resistances penetration: +24% acid / +20% physical / +10% light / +24% fire / +24% cold / +24% lightning Changes damage: +9% light / +14% physical Curse of Misfortune Massive two-handed swords. |
Hurydin the voratun greatsword (Shrouds) (62.5-100 power, 4 apr) Hurydin the voratun greatsword (Shrouds) (62.5-100 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +4 blight When wielded/worn: Armour penetration: +17 Physical crit. chance: +38.0% Damage when hit (Melee): 8 blight Changes stats: +11 Mag / +9 Wil Critical mult.: +23.00% Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +12 (+2 eff.) Curse of Shrouds Massive two-handed swords. |
Lightningpain (Madness) (79-126.4 power, 4 apr) Lightningpain (Madness) (79-126.4 power, 4 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.0 - 126.4 Uses stats: 170% Mag, 30% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to cause random gloom * 40% chance to corrode armour * 25% chance to remove a magical effect Damage (Melee): +12 lightning / +20 nature / +23 mind Burst (radius 1) on hit: +12 lightning When wielded/worn: Changes stats: +7 Cun / +9 Wil Changes resistances: +12% acid Curse of Madness Massive two-handed swords. |
Lightningpall the voratun greatsword (Nightmares) (62-99.2 power, 4 apr) Lightningpall the voratun greatsword (Nightmares) (62-99.2 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +26 blight Burst (radius 1) on hit: +4 arcane When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +19 Physical crit. chance: +20.0% Damage when hit (Melee): 12 lightning Changes stats: +9 Str Changes resistances: +3% mind / +12% lightning Changes damage: +3% lightning / +17% physical / +12% arcane Critical mult.: +28.00% Disease immunity: +45% Stamina when hit: +4.00 Curse of Nightmares Massive two-handed swords. |
Mucusspiker the voratun greatsword (Shrouds) (64-102.4 power, 4 apr) Mucusspiker the voratun greatsword (Shrouds) (64-102.4 power, 4 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +26 darkness Damage against: +28% Living When wielded/worn: Physical crit. chance: +41.0% Physical power: +20 (+3 eff.) Damage when hit (Melee): 4 nature / 8 mind Changes resistances: +3% acid / +3% light / +9% blight / +3% nature / +15% darkness Changes resistances penetration: +20% nature Curse of Shrouds Massive two-handed swords. |
Silora the Charransom (Misfortune) (63.5-101.6 power, 4 apr) Silora the Charransom (Misfortune) (63.5-101.6 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +27 fire Burst (radius 2) on crit: +8 physical When wielded/worn: Armour penetration: +1 Physical crit. chance: +19.0% Physical power: +23 (+3 eff.) Fatigue: -2% Changes stats: +2 Dex Changes resistances: +9% fire Light radius: +4 Curse of Misfortune Massive two-handed swords. |
Unlightspike the voratun greatsword (Corpses) (62-99.2 power, 4 apr) Unlightspike the voratun greatsword (Corpses) (62-99.2 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 21% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +23 blight / +35 cold Burst (radius 2) on crit: +12 darkness When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Cun Changes resistances: +3% mind Critical mult.: +5.00% Disease immunity: +49% Equilibrium when hit: +0.04 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Curse of Corpses Massive two-handed swords. |
voratun greatsword 'Amantir' (Shrouds) (62-99.2 power, 4 apr) voratun greatsword 'Amantir' (Shrouds) (62-99.2 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 170% Mag, 30% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +12 mind When wielded/worn: Armour penetration: +21 Physical crit. chance: +17.0% Changes resistances: +6% arcane Changes resistances penetration: +5% blight / +17% physical Changes damage: +17% physical / +3% mind / +9% arcane Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Curse of Shrouds Massive two-handed swords. |
voratun greatsword 'Bogworth' (Madness) (62.5-100 power, 4 apr) voratun greatsword 'Bogworth' (Madness) (62.5-100 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 arcane Burst (radius 1) on hit: +12 mind / +28 fire When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +21 Physical crit. chance: +19.0% Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +10 Str Changes resistances penetration: +5% arcane Changes damage: +21% physical Critical mult.: +24.00% Stamina when hit: +4.00 Maximum psi: +30.00 Curse of Madness Massive two-handed swords. |
Trident of the Tides (Nightmares) (80-112 power, 20 apr) Trident of the Tides (Nightmares) (80-112 power, 20 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 190% Mag, 30% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+2 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). Curse of Nightmares It can be used to activate talent Freeze (costing 36 power out of 150/150) : Effective talent level: 3.0 Power cost: 36 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 801.29. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Aluziladan the Galeslicer (Shrouds) (10.5-14.7 power, 2 apr) Aluziladan the Galeslicer (Shrouds) (10.5-14.7 power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 insidious poison / +8 lightning When wielded/worn: Changes stats: +2 Cun Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Maximum psi: +30.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +10 Curse of Shrouds Sharp, long, and deadly. |
Belytogund the iron longsword (Madness) (11.5-16.1 power, 2 apr) Belytogund the iron longsword (Madness) (11.5-16.1 power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50 arcane resource burn Damage (Melee): +8 darkness Damage against: +8% Living When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +3% lightning Spell save: +20 (+3 eff.) Silence immunity: +10% Stun/Freeze immunity: +15% Curse of Madness Sharp, long, and deadly. |
Cracklekin (Misfortune) (12-16.8 power, 2 apr) Cracklekin (Misfortune) (12-16.8 power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stats: 150% Mag, 30% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +3 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% lightning Spell save: +9 (+1 eff.) Silence immunity: +10% Maximum hate: +4.00 Curse of Misfortune It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Nightwrecker the iron longsword (Nightmares) (11-15.4 power, 2 apr) Nightwrecker the iron longsword (Nightmares) (11-15.4 power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stats: 150% Mag, 30% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +8 mind When wielded/worn: Damage when hit (Melee): 24 acid Changes stats: +1 Cun / +1 Str Changes resistances penetration: +10% acid / +5% darkness Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
iron longsword 'Corpsebrace' (Corpses) (20.5-28.7 power, 2 apr) iron longsword 'Corpsebrace' (Corpses) (20.5-28.7 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 20.5 - 28.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Damage when hit (Melee): 20 physical Changes resistances: +3% temporal / +3% light / +6% arcane Healing mod.: +5% Curse of Corpses Sharp, long, and deadly. |
iron longsword 'Cracklestreaker' (Corpses) (12-16.8 power, 2 apr) iron longsword 'Cracklestreaker' (Corpses) (12-16.8 power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +16 lightning Burst (radius 1) on hit: +8 blight When wielded/worn: Changes resistances: +18% lightning Curse of Corpses Sharp, long, and deadly. |
Lightningtyphoon (Nightmares) (12.5-17.5 power, 3 apr) Lightningtyphoon (Nightmares) (12.5-17.5 power, 3 apr)Requires: - Magic 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +11 darkness Burst (radius 2) on crit: +4 nature Damage against: +10% Living When wielded/worn: Effects on melee hit: * 45% chance to daze * 30% chance to corrode armour Changes resistances: +12% lightning Changes resistances penetration: +15% nature Changes damage: +6% nature / +3% lightning Curse of Nightmares Sharp, long, and deadly. |
Pureflash (Madness) (15-21 power, 3 apr) Pureflash (Madness) (15-21 power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 insidious poison Burst (radius 1) on hit: +4 nature When wielded/worn: Changes stats: +1 Con Changes resistances: +3% darkness / +3% nature / +9% mind / +3% light Grants telepathy: Dragon Spell save: +30 (+4 eff.) Infravision radius: +2 Curse of Madness Sharp, long, and deadly. |
Salowyn (Corpses) (15-21 power, 3 apr) Salowyn (Corpses) (15-21 power, 3 apr)Requires: - Magic 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 mind Damage against: +15% Unnatural When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Wil Changes damage: +6% physical Critical mult.: +10.00% Physical save: +9 (+1 eff.) Maximum hate: +4.00 Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +30 Curse of Corpses Sharp, long, and deadly. |
Flashwreath (Misfortune) (20-28 power, 4 apr) Flashwreath (Misfortune) (20-28 power, 4 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.0 - 28.0 Uses stats: 150% Mag, 30% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +33 insidious poison / +4 mind When wielded/worn: Changes stats: +2 Str / +3 Wil / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Grants telepathy: Dragon Light radius: +2 Curse of Misfortune Sharp, long, and deadly. |
Ivudhetha (Shrouds) (30.5-42.7 power, 6 apr) Ivudhetha (Shrouds) (30.5-42.7 power, 6 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 30.5 - 42.7 Uses stats: 150% Mag, 30% Wil Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning / +10 cold When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +5 Dex Curse of Shrouds Sharp, long, and deadly. |
Wildspawner (Madness) (22-30.8 power, 4 apr) Wildspawner (Madness) (22-30.8 power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 111% Burst (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +11 (+2 eff.) Damage when hit (Melee): 16 nature Changes stats: +4 Dex Changes resistances: +6% lightning / +5% arcane / +9% darkness / +6% light Changes damage: +6% nature Mental save: +3 (+1 eff.) Disease immunity: +10% Curse of Madness Sharp, long, and deadly. |
Anmalice (Misfortune) (47-65.8 power, 20 apr) Anmalice (Misfortune) (47-65.8 power, 20 apr)Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-3 eff.) Mindpower: +9 (+1 eff.) Curse of Misfortune The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Blade of Distorted Time (Madness) (40-56 power, 10 apr) Blade of Distorted Time (Madness) (40-56 power, 10 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 160% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical Curse of Madness It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 516.35 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Twilight's Edge (Shrouds) (47-65.8 power, 7 apr) Twilight's Edge (Shrouds) (47-65.8 power, 7 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 Curse of Shrouds The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Blacknail (Madness) (56.5-79.1 power, 6 apr) Blacknail (Madness) (56.5-79.1 power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +4 darkness Burst (radius 1) on hit: +4 nature / +8 darkness When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes resistances: +6% arcane / +3% temporal / +3% light / +3% darkness Curse of Madness Sharp, long, and deadly. |
Blood-Edge (Shrouds) (46-64.4 power, 7 apr) Blood-Edge (Shrouds) (46-64.4 power, 7 apr)Requires: - Magic 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 160% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +8% Curse of Shrouds It can be used to activate talent Bleeding Edge (costing 12 power out of 20/20) : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Brightpain the voratun longsword (Corpses) (43-60.2 power, 6 apr) Brightpain the voratun longsword (Corpses) (43-60.2 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Burst (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +29 (+5 eff.) Changes stats: +14 Str / +3 Mag / +4 Cun / +1 Con Changes resistances: +3% temporal Changes damage: +3% temporal / +28% physical Stamina when hit: +4.70 Curse of Corpses Sharp, long, and deadly. |
Duskstinger the voratun longsword (Misfortune) (42.5-59.5 power, 6 apr) Duskstinger the voratun longsword (Misfortune) (42.5-59.5 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +19 light / +20 temporal / +15 nature Burst (radius 1) on hit: +8 darkness / +4 blight Burst (radius 2) on crit: +8 darkness Damage against: +29% Undead When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +7 Str Changes resistances: +9% darkness Changes resistances penetration: +5% blight Changes damage: +15% physical Stamina when hit: +2.50 See invisible: +9 Curse of Misfortune Sharp, long, and deadly. |
Kilnglamour (Corpses) (41.5-58.1 power, 6 apr) Kilnglamour (Corpses) (41.5-58.1 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 fire / +19 temporal / +15 mind / +20 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +13.0% Damage when hit (Melee): 12 fire Changes stats: +3 Cun Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Mental save: +20 (+3 eff.) Equilibrium when hit: +0.08 Maximum psi: +30.00 Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Splendourstreak (Shrouds) (53-74.2 power, 6 apr) Splendourstreak (Shrouds) (53-74.2 power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 53.0 - 74.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +4 light When wielded/worn: Armour penetration: +11 Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 53% chance to blind Changes stats: +4 Mag Changes resistances penetration: +14% physical Changes damage: +9% arcane / +15% physical Reduces incoming crit damage: 10.00% Light radius: +2 Infravision radius: +4 Curse of Shrouds Sharp, long, and deadly. |
voratun longsword 'Darkwire' (Madness) (43.5-60.9 power, 6 apr) voratun longsword 'Darkwire' (Madness) (43.5-60.9 power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning / +4 darkness / +20 blight / +30 cold Burst (radius 1) on hit: +12 mind When wielded/worn: Damage when hit (Melee): 4 darkness Mental save: +24 (+3 eff.) Disease immunity: +35% Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Curse of Madness Sharp, long, and deadly. |
Halodeyahad the iron mace (Misfortune) (13-18.2 power, 2 apr) Halodeyahad the iron mace (Misfortune) (13-18.2 power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 2) on crit: +10 ice When wielded/worn: Armour: +7 Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Cun / +2 Wil Changes resistances: +9% mind / +6% arcane Changes resistances penetration: +7% cold Spell save: +9 (+1 eff.) Mental save: +3 (+1 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune Blunt and deadly. |
Fogsever (Shrouds) (13-18.2 power, 3 apr) Fogsever (Shrouds) (13-18.2 power, 3 apr)Requires: - Magic 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +6% darkness Changes resistances penetration: +10% mind Changes damage: +24% darkness / +9% mind Curse of Shrouds Blunt and deadly. |
Vileprophet the steel mace (Nightmares) (13-18.2 power, 3 apr) Vileprophet the steel mace (Nightmares) (13-18.2 power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+4 eff.) Effects on melee hit: * Slows global speed by 53% * 53% chance to blind Damage when hit (Melee): 4 nature Changes resistances: +9% nature Changes resistances penetration: +5% light Changes damage: +3% acid Disarm immunity: +27% Light radius: +4 Curse of Nightmares Blunt and deadly. |
steel mace 'Bethilrawyn' (Madness) (22-30.8 power, 3 apr) steel mace 'Bethilrawyn' (Madness) (22-30.8 power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.0 - 30.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane Changes damage: +3% arcane / +9% blight Maximum mana: +60.00 Spell crit. chance: +3% Curse of Madness Blunt and deadly. |
Elenoruirim the Dayweeper (Misfortune) (28.5-39.9 power, 4 apr) Elenoruirim the Dayweeper (Misfortune) (28.5-39.9 power, 4 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 nature / +13 temporal When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 45% chance to blind Damage when hit (Melee): 12 mind Changes resistances: +6% lightning Changes resistances penetration: +20% light Changes damage: +9% light / +3% mind Curse of Misfortune Blunt and deadly. |
Gunedin the dwarven-steel mace (Shrouds) (27-37.8 power, 13 apr) Gunedin the dwarven-steel mace (Shrouds) (27-37.8 power, 13 apr)Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +21% Damage (Melee): +9 mind / +5 lightning When wielded/worn: Changes stats: +2 Dex / +1 Mag / +2 Wil Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
Hurefast the Scumhash (Shrouds) (28-39.2 power, 4 apr) Hurefast the Scumhash (Shrouds) (28-39.2 power, 4 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +14% Living When wielded/worn: Changes resistances: +6% nature / +9% temporal / +6% darkness / +6% light Changes resistances penetration: +10% fire Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Disease immunity: +5% Stun/Freeze immunity: +10% Curse of Shrouds Blunt and deadly. |
dwarven-steel mace 'Sunraven' (Misfortune) (37-51.8 power, 4 apr) dwarven-steel mace 'Sunraven' (Misfortune) (37-51.8 power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 37.0 - 51.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Cun / +2 Dex Changes damage: +6% mind Hate when firing a critical mind attack: +3.00 Mindpower: +2 (+0 eff.) Light radius: +1 Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune Blunt and deadly. |
stralite mace 'Lightningstrider' (Misfortune) (36.5-51.1 power, 5 apr) stralite mace 'Lightningstrider' (Misfortune) (36.5-51.1 power, 5 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Effects on melee hit: * Slows global speed by 53% * 15% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +6% arcane / +24% acid Curse of Misfortune Blunt and deadly. |
Bileresolve (Misfortune) (46.5-65.1 power, 6 apr) Bileresolve (Misfortune) (46.5-65.1 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 17% chance to disease On weapon crit: * cripple the target Damage (Melee): +20 blight / +20 light Damage against: +23% Undead When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 4 mind / 8 acid Changes resistances: +15% nature Changes damage: +6% acid / +9% mind / +3% nature Disease immunity: +35% Maximum psi: +10.00 Mindpower: +4 (+0 eff.) Curse of Misfortune Blunt and deadly. |
Brodedas the voratun mace (Madness) (47-65.8 power, 6 apr) Brodedas the voratun mace (Madness) (47-65.8 power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +26 cold When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances: +6% arcane / +3% blight Changes damage: +9% arcane Spellpower: +12 (+2 eff.) Curse of Madness Blunt and deadly. |
Camirain (Nightmares) (59.5-83.3 power, 6 apr) Camirain (Nightmares) (59.5-83.3 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +52 insidious poison When wielded/worn: Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Fatigue: -8% Changes damage: +18% physical Life regen: +0.60 Stamina each turn: +0.60 Curse of Nightmares Blunt and deadly. |
Camydradir the voratun mace (Misfortune) (45-63 power, 6 apr) Camydradir the voratun mace (Misfortune) (45-63 power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +20 darkness Damage against: +19% Living When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +19 Physical crit. chance: +18.0% Changes stats: +7 Dex / +3 Con Changes resistances: +3% lightning / +3% cold / +15% acid / +3% temporal Critical mult.: +19.00% Equilibrium when hit: +0.08 Curse of Misfortune Blunt and deadly. |
Charseam (Nightmares) (57-79.8 power, 6 apr) Charseam (Nightmares) (57-79.8 power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 57.0 - 79.8 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 mind When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +7 Dex Changes resistances penetration: +10% fire Changes damage: +3% blight / +9% temporal / +6% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +40.00 Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
Dimhack the voratun mace (Shrouds) (60.5-84.7 power, 6 apr) Dimhack the voratun mace (Shrouds) (60.5-84.7 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 nature / +20 temporal When wielded/worn: Physical crit. chance: +15.0% Physical power: +13 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +4 Cun / +1 Dex Changes damage: +3% arcane / +3% darkness Spell save: +9 (+1 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +7% Curse of Shrouds Blunt and deadly. |
Gida the voratun mace (Madness) (44-61.6 power, 6 apr) Gida the voratun mace (Madness) (44-61.6 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 light Damage against: +30% Undead When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +7 Str / +2 Wil / +2 Cun / +1 Con Changes resistances: +6% arcane Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +15% physical Critical mult.: +20.00% Stamina when hit: +2.50 Curse of Madness Blunt and deadly. |
Glarestrike (Corpses) (44-61.6 power, 6 apr) Glarestrike (Corpses) (44-61.6 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 150% Mag, 30% Wil Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +19 blight / +30 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Effects on melee hit: * 30% chance to blind Changes stats: +4 Cun Changes resistances: +3% blight / +3% cold / +6% acid Changes damage: +3% light Critical mult.: +20.00% Spell save: +3 (+1 eff.) Disease immunity: +31% Cut immunity: +10% Curse of Corpses Blunt and deadly. |
Hanukan (Misfortune) (47-65.8 power, 6 apr) Hanukan (Misfortune) (47-65.8 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +20 blight / +20 acid When wielded/worn: Armour penetration: +7 Physical crit. chance: +15.0% Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +3 Wil Changes resistances: +6% light / +2% physical Critical mult.: +20.00% Physical save: +6 (+1 eff.) Disease immunity: +38% Maximum psi: +30.00 Curse of Misfortune Blunt and deadly. |
Olydig (Corpses) (44-61.6 power, 6 apr) Olydig (Corpses) (44-61.6 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +19 nature / +20 temporal When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +15 Physical crit. chance: +11.0% Damage when hit (Melee): 12 blight Changes stats: +7 Dex / +1 Mag Changes resistances: +3% mind / +9% acid Changes resistances penetration: +10% blight Critical mult.: +19.00% Physical save: +15 (+2 eff.) Cut immunity: +15% Maximum mana: +40.00 Curse of Corpses Blunt and deadly. |
Torchfiend (Corpses) (58.5-81.9 power, 6 apr) Torchfiend (Corpses) (58.5-81.9 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 58.5 - 81.9 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +3 Con Changes resistances penetration: +20% fire Changes damage: +12% temporal / +3% fire Critical mult.: +19.00% Physical save: +33 (+4 eff.) Only die when reaching: -60.00 life Curse of Corpses Blunt and deadly. |
Velonne (Shrouds) (45.5-63.7 power, 6 apr) Velonne (Shrouds) (45.5-63.7 power, 6 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour * disrupts spell-casting On weapon crit: * cripple the target Damage against: +30% Unnatural When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * Slows global speed by 45% Changes stats: +3 Mag Changes resistances penetration: +15% acid Critical mult.: +3.00% Maximum encumbrance: +30 Physical save: +9 (+1 eff.) Life regen: +2.50 Maximum stamina: +25.00 Infravision radius: +2 Curse of Shrouds Blunt and deadly. |
Spiderstone (Madness) (18-25.2 power, 2 apr) Spiderstone (Madness) (18-25.2 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 nature When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances penetration: +15% nature / +5% mind Reduces incoming crit damage: 15.00% Mental save: +9 (+1 eff.) Confusion immunity: +20% Curse of Madness One-handed war axes. |
Toriromirin the Demonhack (Misfortune) (18-25.2 power, 2 apr) Toriromirin the Demonhack (Misfortune) (18-25.2 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 53% chance to inflict damage reduction When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 darkness Changes resistances: +6% nature / +9% fire Changes damage: +21% light Curse of Misfortune One-handed war axes. |
Aerissra the Thunderspawner (Corpses) (14.5-20.3 power, 3 apr) Aerissra the Thunderspawner (Corpses) (14.5-20.3 power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to daze * 20% chance to corrode armour Damage (Melee): +29 insidious poison / +16 acid When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +6% mind / +3% acid Changes damage: +6% lightning Curse of Corpses One-handed war axes. |
Bleakwilter (Madness) (16-22.4 power, 3 apr) Bleakwilter (Madness) (16-22.4 power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stats: 150% Mag, 30% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * Slows global speed by 30% Changes resistances: +21% lightning / +3% temporal / +3% darkness Spell save: +9 (+1 eff.) Curse of Madness One-handed war axes. |
Eligalaith the steel waraxe (Madness) (12-16.8 power, 3 apr) Eligalaith the steel waraxe (Madness) (12-16.8 power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +11 nature / +11 temporal When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% acid / +12% darkness / +6% light Reduces incoming crit damage: 15.00% Spell save: +9 (+1 eff.) See invisible: +3 Curse of Madness One-handed war axes. |
Erarion the steel waraxe (Corpses) (15-21 power, 3 apr) Erarion the steel waraxe (Corpses) (15-21 power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +21 insidious poison When wielded/worn: Changes stats: +2 Str Changes resistances: +3% blight Spell save: +25 (+3 eff.) Confusion immunity: +10% Knockback immunity: +20% Curse of Corpses One-handed war axes. |
Moldrock (Nightmares) (12.5-17.5 power, 3 apr) Moldrock (Nightmares) (12.5-17.5 power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stats: 150% Mag, 30% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 17% chance to corrode armour * Slows global speed by 20% * 20% chance to blind Damage (Melee): +20 light / +8 nature When wielded/worn: Changes resistances: +9% lightning / +12% nature / +3% light Changes resistances penetration: +9% acid / +10% light Life regen: +1.30 Curse of Nightmares One-handed war axes. |
Porera the steel waraxe (Misfortune) (14-19.6 power, 3 apr) Porera the steel waraxe (Misfortune) (14-19.6 power, 3 apr)Requires: - Magic 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +11 mind Burst (radius 1) on hit: +16 acid When wielded/worn: Armour: +4 Changes stats: +2 Str / +2 Wil Changes resistances: +3% fire Physical save: +6 (+1 eff.) Knockback immunity: +10% Curse of Misfortune It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Rhalin (Nightmares) (11-15.4 power, 3 apr) Rhalin (Nightmares) (11-15.4 power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Str Changes resistances: +9% mind / +9% fire Changes resistances penetration: +5% mind Changes damage: +9% physical Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Physical save: +20 (+3 eff.) Disarm immunity: +35% Stamina when hit: +1.30 Curse of Nightmares One-handed war axes. |
steel waraxe 'Curestrider' (Nightmares) (15.5-21.7 power, 3 apr) steel waraxe 'Curestrider' (Nightmares) (15.5-21.7 power, 3 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 temporal / +11 nature / +4 mind Burst (radius 1) on hit: +8 nature When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances penetration: +15% nature Changes damage: +6% nature Curse of Nightmares One-handed war axes. |
Blood-Letter (Nightmares) (33-46.2 power, 4.5 apr) Blood-Letter (Nightmares) (33-46.2 power, 4.5 apr)Requires: - Magic 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% Curse of Nightmares A hand axe carved out of the most frozen parts of the northern wasteland. |
Duathelenvy (Misfortune) (22-30.8 power, 4 apr) Duathelenvy (Misfortune) (22-30.8 power, 4 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +13 darkness Damage against: +14% Living When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +1 Dex Changes resistances: +1% physical / +6% fire Critical mult.: +3.00% Maximum encumbrance: +20 Only die when reaching: -60.00 life Curse of Misfortune One-handed war axes. |
Urokalthobar the Scumminister (Madness) (20-28 power, 4 apr) Urokalthobar the Scumminister (Madness) (20-28 power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +10 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +6% darkness Changes resistances penetration: +5% nature Changes damage: +15% darkness / +15% acid Disarm immunity: +38% Curse of Madness One-handed war axes. |
dwarven-steel waraxe 'Ulfitodar' (Shrouds) (27.5-38.5 power, 4 apr) dwarven-steel waraxe 'Ulfitodar' (Shrouds) (27.5-38.5 power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 27.5 - 38.5 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +8.0% Defense: +7 (+3 eff.) Changes stats: +2 Con Reduces incoming crit damage: 5.00% Disarm immunity: +30% Curse of Shrouds One-handed war axes. |
Eilinukira the Ravenworth (Madness) (40.5-56.7 power, 5 apr) Eilinukira the Ravenworth (Madness) (40.5-56.7 power, 5 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 40.5 - 56.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom Damage (Melee): +21 mind / +4 darkness When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +6 Cun / +6 Wil Changes resistances: +9% cold / +9% mind / +3% temporal Spell save: +20 (+3 eff.) Confusion immunity: +5% Curse of Madness One-handed war axes. |
Noonbrawn (Madness) (32-44.8 power, 5 apr) Noonbrawn (Madness) (32-44.8 power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 temporal / +15 nature / +8 light Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Light radius: +4 Curse of Madness One-handed war axes. |
Starvagrant (Shrouds) (30.5-42.7 power, 5 apr) Starvagrant (Shrouds) (30.5-42.7 power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn * 53% chance to blind Damage (Melee): +48 insidious poison / +12 light When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 light Changes resistances: +12% acid Changes resistances penetration: +5% fire Changes damage: +3% fire Curse of Shrouds One-handed war axes. |
Taintriver (Shrouds) (31.5-44.1 power, 5 apr) Taintriver (Shrouds) (31.5-44.1 power, 5 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +29 mind When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +5% nature Changes damage: +12% nature Hate when firing a critical mind attack: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
stralite waraxe 'Elulevea' (Misfortune) (33.5-46.9 power, 5 apr) stralite waraxe 'Elulevea' (Misfortune) (33.5-46.9 power, 5 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +8.5% Attack speed: 100% Damage (Melee): +15 darkness Damage against: +13% Living When wielded/worn: Armour penetration: +3 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 physical Changes stats: +3 Str / +2 Con Changes resistances: +6% light / +1% physical Reduces incoming crit damage: 20.00% Curse of Misfortune One-handed war axes. |
stralite waraxe 'Galestake' (Nightmares) (32.5-45.5 power, 5 apr) stralite waraxe 'Galestake' (Nightmares) (32.5-45.5 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 17% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +12 lightning / +13 temporal / +16 darkness When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 15% chance to daze * 10% chance to disease Damage when hit (Melee): 17 temporal Changes resistances: +17% temporal Changes resistances penetration: +10% darkness / +10% lightning Changes damage: +6% blight / +3% lightning Curse of Nightmares One-handed war axes. |
Flamewing the voratun waraxe (Madness) (42-58.8 power, 6 apr) Flamewing the voratun waraxe (Madness) (42-58.8 power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +15.0% Physical power: +12 (+2 eff.) Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Cun / +7 Dex Changes resistances: +16% acid / +23% fire / +15% lightning / +20% cold Changes resistances penetration: +20% mind Spell save: +15 (+2 eff.) Mental save: +9 (+1 eff.) Cut immunity: +5% Pinning immunity: +10% Mindpower: +8 (+1 eff.) Curse of Madness One-handed war axes. |
Gorondur the voratun waraxe (Corpses) (41-57.4 power, 6 apr) Gorondur the voratun waraxe (Corpses) (41-57.4 power, 6 apr)Requires: - Magic 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 150% Mag, 30% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 33% chance to corrode armour Damage (Melee): +8 temporal Burst (radius 2) on crit: +35 fire When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 blight Changes stats: +3 Wil Changes resistances penetration: +15% acid / +28% fire Changes damage: +9% arcane / +9% blight Life regen: +2.50 Maximum vim: +10.00 Global speed: +12% Curse of Corpses One-handed war axes. |
Maliduchik the voratun waraxe (Madness) (41-57.4 power, 6 apr) Maliduchik the voratun waraxe (Madness) (41-57.4 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * 30% chance to disease Damage (Melee): +29 blight Burst (radius 2) on crit: +18 fire When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +9 Dex / +3 Wil / +4 Cun Changes resistances penetration: +15% fire Reduces incoming crit damage: 15.00% Physical save: +12 (+2 eff.) Mental save: +20 (+3 eff.) Global speed: +6% Curse of Madness One-handed war axes. |
Noonlady the voratun waraxe (Corpses) (38.5-53.9 power, 6 apr) Noonlady the voratun waraxe (Corpses) (38.5-53.9 power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * leeches stamina from the target On weapon crit: * cripple the target Damage (Melee): +28 darkness Damage against: +20% Living When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 20 nature slow Changes stats: +4 Str / +1 Mag Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +6% light Curse of Corpses One-handed war axes. |
Razorblade, the Cursed Waraxe (Nightmares) (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (Nightmares) (58-81.2 power, 16 apr)Requires: - Magic 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 Curse of Nightmares This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Silotta the voratun waraxe (Shrouds) (55-77 power, 6 apr) Silotta the voratun waraxe (Shrouds) (55-77 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 33% chance to daze On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +4 Str / +4 Dex / +6 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +9% blight / +3% acid Changes resistances penetration: +15% lightning / +15% blight Spell save: +20 (+3 eff.) Maximum mana: +40.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Shrouds One-handed war axes. |
Urivon the voratun waraxe (Nightmares) (56-78.4 power, 6 apr) Urivon the voratun waraxe (Nightmares) (56-78.4 power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.0 - 78.4 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% * leeches stamina from the target On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 19 nature slow Changes resistances: +3% blight / +9% mind Changes resistances penetration: +15% acid Physical save: +6 (+1 eff.) Poison immunity: +10% Curse of Nightmares One-handed war axes. |
Viperwing the voratun waraxe (Misfortune) (40.5-56.7 power, 6 apr) Viperwing the voratun waraxe (Misfortune) (40.5-56.7 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * Slows global speed by 20% * 15% chance to disease On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +20 blight / +16 acid When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Changes stats: +2 Wil / +1 Con Changes damage: +12% blight Disease immunity: +28% Life regen: +0.20 Vim when firing critical spell: +2.00 Curse of Misfortune One-handed war axes. |
voratun waraxe 'Airdeath' (Shrouds) (39.5-55.3 power, 6 apr) voratun waraxe 'Airdeath' (Shrouds) (39.5-55.3 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +16 lightning When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Damage when hit (Melee): 12 lightning / 16 blight Changes resistances: +9% lightning Changes resistances penetration: +34% acid / +10% darkness / +32% fire / +34% cold / +32% lightning Changes damage: +15% blight Curse of Shrouds One-handed war axes. |
voratun waraxe 'Harerin' (Misfortune) (41-57.4 power, 6 apr) voratun waraxe 'Harerin' (Misfortune) (41-57.4 power, 6 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 25% chance to corrode armour On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 acid Damage against: +30% Unnatural When wielded/worn: Physical crit. chance: +15.0% Physical power: +13 (+2 eff.) Armour: +10 Changes stats: +7 Wil Changes resistances: +15% acid Changes resistances penetration: +15% acid Blindness immunity: +15% Silence immunity: +10% Knockback immunity: +5% Life regen: +2.50 Curse of Misfortune One-handed war axes. |
voratun waraxe 'Polevea' (Nightmares) (56.5-79.1 power, 6 apr) voratun waraxe 'Polevea' (Nightmares) (56.5-79.1 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.5 - 79.1 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 4 arcane / 8 mind Changes stats: +5 Dex Changes resistances: +10% all Changes resistances penetration: +13% nature / +15% physical Changes damage: +6% arcane / +15% physical Mental save: +9 (+1 eff.) Maximum psi: +20.00 Mental crit. chance: +3% Light radius: +5 See invisible: +9 Curse of Nightmares One-handed war axes. |
Unerring Scalpel (Shrouds) (15-19.5 power, 25 apr) Unerring Scalpel (Shrouds) (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 45% Cun, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger 'Gloomgore' (Shrouds) (10-13 power, 5 apr) iron dagger 'Gloomgore' (Shrouds) (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +15 insidious poison When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% acid / +9% fire / +6% temporal Changes resistances penetration: +15% darkness Curse of Shrouds Sharp, short and deadly. |
Blazeborn (Misfortune) (11-14.3 power, 6 apr) Blazeborn (Misfortune) (11-14.3 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Lightning Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze * Slows global speed by 48% * leeches stamina from the target Burst (radius 1) on hit: +4 lightning When wielded/worn: Damage when hit (Melee): 12 lightning / 8 nature slow Changes resistances: +9% lightning / +9% temporal / +6% mind / +3% light Curse of Misfortune Sharp, short and deadly. |
Eilinevena the Cleansefury (Shrouds) (12-15.6 power, 6 apr) Eilinevena the Cleansefury (Shrouds) (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: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn Burst (radius 2) on crit: +4 nature / +4 darkness When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Con Changes resistances: +9% nature / +6% light Changes resistances penetration: +10% nature / +7% physical Disarm immunity: +16% Curse of Shrouds Sharp, short and deadly. |
Koroldil (Shrouds) (13-16.9 power, 6 apr) Koroldil (Shrouds) (13-16.9 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 9% When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +6% lightning Grants telepathy: Demon/Minor Demon/Major Physical save: +33 (+4 eff.) Mental save: +3 (+1 eff.) Poison immunity: +5% Disease immunity: +15% Teleport immunity: +15% Curse of Shrouds Sharp, short and deadly. |
Xeta the Blackgasher (Shrouds) (11.5-14.95 power, 6 apr) Xeta the Blackgasher (Shrouds) (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Mind Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 mind When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +3% nature Critical mult.: +12.00% Disease immunity: +5% Curse of Shrouds Sharp, short and deadly. |
Duvalafang (Misfortune) (19.5-25.35 power, 7 apr) Duvalafang (Misfortune) (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +2 Con Changes damage: +6% arcane Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +8 Infravision radius: +2 See invisible: +6 Curse of Misfortune Sharp, short and deadly. |
Flashvalor (Madness) (19.5-25.35 power, 7 apr) Flashvalor (Madness) (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 2) on crit: +4 mind When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Armour: +4 Changes resistances: +6% temporal / +6% nature / +9% fire Changes damage: +9% mind Critical mult.: +13.00% Blindness immunity: +10% Only die when reaching: -20.00 life Curse of Madness Sharp, short and deadly. |
Moon (Madness) (30-39 power, 30 apr) Moon (Madness) (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 Curse of Madness A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (Corpses) (15-19.5 power, 20 apr) Shantiz the Stormblade (Corpses) (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: 30% Wil, 0% Cun, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (Shrouds) (27-35.1 power, 8 apr) Spelldrinker (Shrouds) (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 30% Wil, 55% Dex, 55% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Curse of Shrouds Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Smoldertide (Nightmares) (30-39 power, 9 apr) Smoldertide (Nightmares) (30-39 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +20 cold Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +8 (+3 eff.) Changes resistances: +6% fire Changes damage: +9% nature / +3% fire Disarm immunity: +17% Curse of Nightmares Sharp, short and deadly. |
stralite dagger 'Tempestcut' (Nightmares) (25-32.5 power, 9 apr) stralite dagger 'Tempestcut' (Nightmares) (25-32.5 power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +13 mind When wielded/worn: Damage when hit (Melee): 4 lightning / 8 mind Changes stats: +1 Cun Changes resistances: +12% lightning / +6% fire Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Mental save: +33 (+4 eff.) Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Berezilayon the Flashwither (Nightmares) (49-63.7 power, 11 apr) Berezilayon the Flashwither (Nightmares) (49-63.7 power, 11 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +12.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 lightning Changes stats: +4 Dex Changes resistances: +8% all Changes resistances penetration: +12% nature Life regen: +0.20 Curse of Nightmares Sharp, short and deadly. |
Boltpeal the voratun dagger (Madness) (38-49.4 power, 9 apr) Boltpeal the voratun dagger (Madness) (38-49.4 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 53% chance to gain 10% of a turn * 25% chance to put talents on cooldown Damage (Melee): +24 mind Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Con Changes resistances: +12% lightning Changes resistances penetration: +11% physical Disarm immunity: +28% Equilibrium when hit: +0.16 Mental crit. chance: +1% Curse of Madness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Darkwrest (Madness) (38-49.4 power, 9 apr) Darkwrest (Madness) (38-49.4 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon crit: * cripple the target Damage (Melee): +4 light When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Physical crit. chance: +8.0% Armour: +8 Changes stats: +5 Dex Changes resistances penetration: +12% physical Changes damage: +3% darkness / +11% physical Reduces incoming crit damage: 5.00% Physical save: +30 (+4 eff.) Blindness immunity: +10% Poison immunity: +5% Teleport immunity: +10% Only die when reaching: -20.00 life Curse of Madness Sharp, short and deadly. |
Gybeth the voratun dagger (Shrouds) (40-52 power, 9 apr) Gybeth the voratun dagger (Shrouds) (40-52 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Damage (Melee): +4 mind When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +12 (+2 eff.) Changes stats: +6 Dex / +4 Mag / +6 Wil / +6 Con Changes resistances: +6% blight / +6% cold Changes resistances penetration: +12% physical Changes damage: +9% arcane Mental save: +6 (+1 eff.) Poison immunity: +15% Disarm immunity: +28% Psi when hit: +0.04 Only die when reaching: -60.00 life Maximum psi: +20.00 Spellpower: +12 (+2 eff.) Curse of Shrouds Sharp, short and deadly. |
Gydil (Misfortune) (37.5-48.75 power, 9 apr) Gydil (Misfortune) (37.5-48.75 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: 37.5 - 48.8 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +4 Dex Changes resistances: +6% all Changes resistances penetration: +10% nature / +10% blight Disarm immunity: +31% Curse of Misfortune Sharp, short and deadly. |
Life Drinker (Misfortune) (42-54.6 power, 11 apr) Life Drinker (Misfortune) (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 30% Wil, 35% Cun, 105% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Misfortune It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 59.52 acid and 58.67 blight damage. If not cleared after five turns it will inflict 337.95 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (Nightmares) (40-52 power, 12 apr) Mandible of Ungolmor (Nightmares) (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Wil, 35% Dex, 50% Mag, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 Curse of Nightmares It can be used to activate talent Creeping Darkness (costing 15 power out of 40/40) : Effective talent level: 3.0 Power cost: 15 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 162.85 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Oozewire the voratun dagger (Nightmares) (38.5-50.05 power, 9 apr) Oozewire the voratun dagger (Nightmares) (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +12.0% Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict damage reduction Changes stats: +6 Dex Changes resistances penetration: +20% nature Changes damage: +6% nature Maximum encumbrance: +40 Curse of Nightmares Sharp, short and deadly. |
Orc Feller (Madness) (45-58.5 power, 11 apr) Orc Feller (Madness) (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 30% Wil, 35% Cun, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Madness During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Ulfyrab the voratun dagger (Corpses) (47.5-61.75 power, 9 apr) Ulfyrab the voratun dagger (Corpses) (47.5-61.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 47.5 - 61.8 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +15 darkness / +12 mind Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +16 fire Damage against: +16% Living When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Changes resistances penetration: +10% fire Vim when firing critical spell: +2.00 Maximum life: +20.00 Global speed: +5% Curse of Corpses Sharp, short and deadly. |
Urthetohell the voratun dagger (Misfortune) (49.5-64.35 power, 9 apr) Urthetohell the voratun dagger (Misfortune) (49.5-64.35 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 acid Burst (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Fatigue: -10% Damage when hit (Melee): 8 acid Changes stats: +6 Str / +2 Dex Changes damage: +12% physical Critical mult.: +31.00% Physical save: +6 (+1 eff.) Spell save: +3 (+1 eff.) Stamina when hit: +2.00 Spellpower: +4 (+1 eff.) Curse of Misfortune Sharp, short and deadly. |
Zeradan (Shrouds) (38.5-50.05 power, 9 apr) Zeradan (Shrouds) (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Burst (radius 1) on hit: +15 fire Burst (radius 2) on crit: +12 acid When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Effects on melee hit: * 45% chance to corrode armour Changes resistances penetration: +10% acid Critical mult.: +31.00% Psi when hit: +0.04 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Curse of Shrouds Sharp, short and deadly. |
voratun dagger 'Balohir' (Misfortune) (36.5-47.45 power, 9 apr) voratun dagger 'Balohir' (Misfortune) (36.5-47.45 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: 36.5 - 47.5 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * 53% chance to disease * 20% chance to curse the target Damage (Melee): +16 darkness Burst (radius 1) on hit: +8 blight Damage against: +15% Living When wielded/worn: Armour penetration: +11 Physical crit. chance: +12.0% Damage when hit (Melee): 4 arcane Changes stats: +2 Str Changes resistances penetration: +10% blight Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Curse of Misfortune Sharp, short and deadly. |
voratun dagger 'Murkobsidian' (Nightmares) (50.5-65.65 power, 9 apr) voratun dagger 'Murkobsidian' (Nightmares) (50.5-65.65 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.5 - 65.7 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 2) on crit: +16 darkness When wielded/worn: Armour penetration: +12 Physical crit. chance: +24.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 53% chance to corrode armour Changes resistances: +6% acid Changes damage: +6% acid / +6% blight Critical mult.: +16.00% Curse of Nightmares Sharp, short and deadly. |
voratun dagger 'Oakonslaught' (Nightmares) (37-48.1 power, 9 apr) voratun dagger 'Oakonslaught' (Nightmares) (37-48.1 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon crit: * cripple the target Damage (Melee): +15 light Burst (radius 2) on crit: +4 nature / +4 temporal Damage against: +21% Undead When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to daze * Slows global speed by 53% * 20% chance to gain 10% of a turn Changes stats: +6 Dex Changes resistances: +3% lightning / +3% temporal Changes resistances penetration: +5% nature Curse of Nightmares Sharp, short and deadly. |
voratun dagger 'Xerasegamira' (Madness) (38.5-50.05 power, 9 apr) voratun dagger 'Xerasegamira' (Madness) (38.5-50.05 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: 38.5 - 50.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +4 arcane / +16 darkness Burst (radius 1) on hit: +4 acid Damage against: +15% Living When wielded/worn: Armour penetration: +12 Physical crit. chance: +11.0% Armour: +6 Changes stats: +1 Wil Changes resistances: +3% lightning / +4% physical / +6% nature Changes damage: +6% acid Critical mult.: +16.00% Confusion immunity: +5% Curse of Madness Sharp, short and deadly. |
Arthikath the mossy mindstar (Shrouds) (3-3.3 power, 12 apr, mind damage) Arthikath the mossy mindstar (Shrouds) (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 mind / 4 darkness Changes stats: +3 Dex Changes resistances: +3% lightning / +3% temporal / +6% arcane Changes damage: +3% acid / +4% mind / +4% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Shrouds 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. |
Phoenixbolt (Misfortune) (3-3.3 power, 12 apr, nature damage) Phoenixbolt (Misfortune) (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Changes stats: +2 Mag Changes resistances: +15% lightning Mental save: +6 (+1 eff.) Poison immunity: +5% Cut immunity: +15% Disarm immunity: +10% Pinning immunity: +15% Mindpower: +6 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune 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. |
Eye of Winter (Corpses) (8-8.8 power, 18 apr, cold damage) Eye of Winter (Corpses) (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Corpses This mindstar glows with a dim cool light, but seems somehow incomplete. |
Umbrabliss the vined mindstar (Madness) (5-5.5 power, 18 apr, nature damage) Umbrabliss the vined mindstar (Madness) (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Damage when hit (Melee): 6 mind / 10 darkness Changes stats: +3 Wil Changes resistances: +6% nature Changes damage: +5% mind / +5% darkness Critical mult.: +15.00% Mental save: +24 (+3 eff.) Maximum hate: +2.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Curse of Madness 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. |
Harukor (Nightmares) (9.5-10.45 power, 24 apr, nature damage) Harukor (Nightmares) (9.5-10.45 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -2% Changes stats: +2 Str / +2 Con Changes resistances: +14% darkness / +3% temporal Changes resistances penetration: +14% darkness Changes damage: +14% darkness Talent mastery: +0.20 Cursed / Darkness Critical mult.: +6.00% Blindness immunity: +18% Pinning immunity: +20% Maximum stamina: +10.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Curse of Nightmares 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. |
Nimbusfist (Nightmares) (7.5-8.25 power, 24 apr, nature damage) Nimbusfist (Nightmares) (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 7.5 - 8.3 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze Damage (Melee): +4 fire Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 16 nature Changes resistances: +12% lightning Changes resistances penetration: +5% fire Changes damage: +6% lightning Hate when firing a critical mind attack: +4.00 Maximum hate: +17.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Life leech chance: +17% Life leech: +17% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Charmark' (Misfortune) (7-7.7 power, 24 apr, nature damage) thorny mindstar 'Charmark' (Misfortune) (7-7.7 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% light / +3% fire / +6% arcane / +15% cold Changes damage: +6% acid / +12% fire Spell save: +33 (+4 eff.) Mindpower: +14 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune 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. |
Betyth the Nightmight (Corpses) (12.5-13.75 power, 32 apr, mind damage) Betyth the Nightmight (Corpses) (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes stats: +2 Cun / +3 Dex Changes resistances: +6% light / +9% acid Changes damage: +3% darkness Pinning immunity: +5% Only die when reaching: -20.00 life Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Infravision radius: +1 Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +50 Curse of Corpses 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. |
Brightwild the pulsing mindstar (Madness) (12-13.2 power, 32 apr, mind damage) Brightwild the pulsing mindstar (Madness) (12-13.2 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 12.0 - 13.2 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +11.5% Attack speed: 100% On weapon hit: * 13% chance to corrode armour * Slows global speed by 17% * 20% chance to disease Damage (Melee): +8 light Burst (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +7% blight Changes resistances penetration: +5% light Changes damage: +5% nature Disease immunity: +18% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +10% Curse of Madness 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. |
Dazzlekin (Misfortune) (13.5-14.85 power, 32 apr, mind damage) Dazzlekin (Misfortune) (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar summons a caller. Base power: 13.5 - 14.9 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +4 light Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +12 light When wielded/worn: Changes resistances: +6% darkness / +6% light Changes resistances penetration: +10% fire Mindpower: +16 (+2 eff.) Mental crit. chance: +9% Curse of Misfortune 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. |
Festerwolf the pulsing mindstar (Misfortune) (14.5-15.95 power, 32 apr, nature damage) Festerwolf the pulsing mindstar (Misfortune) (14.5-15.95 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.5 - 16.0 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +8.5% Attack speed: 100% Damage (Melee): +8 light When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +9% light Changes damage: +27% nature Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +8 (+1 eff.) Equilibrium when hit: +2.10 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Misfortune 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. |
Grinekath the pulsing mindstar (Corpses) (13-14.3 power, 32 apr, nature damage) Grinekath the pulsing mindstar (Corpses) (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 acid When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 12 acid Changes stats: +3 Cun / +6 Wil Changes resistances: +3% lightning / +3% temporal / +9% physical Changes resistances penetration: +9% physical Changes damage: +9% physical Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Light radius: +2 Curse of Corpses 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. |
Moromibers the pulsing mindstar (Corpses) (13-14.3 power, 32 apr, nature damage) Moromibers the pulsing mindstar (Corpses) (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +16 mind When wielded/worn: Changes stats: +2 Con / +4 Mag Changes resistances penetration: +5% mind Mental save: +6 (+1 eff.) Equilibrium when hit: +0.08 Maximum hate: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +39 Curse of Corpses 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. |
Thermal Focus (Corpses) (14-15.4 power, 32 apr, fire damage) Thermal Focus (Corpses) (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+2 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Curse of Corpses Thermal energies are focussed in the core of this mindstar. |
pulsing mindstar 'Blazeobeisance' (Madness) (14-15.4 power, 32 apr, nature damage) pulsing mindstar 'Blazeobeisance' (Madness) (14-15.4 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This natural frost should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Effects when hit in melee: * Slows global speed by 9% Damage when hit (Melee): 17 ice / 17 physical / 4 mind Changes resistances: +17% physical / +15% blight / +20% cold / +3% nature / +3% temporal Changes resistances penetration: +17% physical / +14% cold / +25% fire Changes damage: +17% physical / +9% nature / +17% cold Spell save: +9 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Madness It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 31 of target armor and 16% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Balasin the Demonmark (Corpses) (17-18.7 power, 40 apr, mind damage) Balasin the Demonmark (Corpses) (17-18.7 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 is wrathful to the hated. This natural mindstar summons a caller. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +12 darkness When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +1 Mag Changes resistances: +5% arcane / +9% darkness Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +19 (+2 eff.) Mental crit. chance: +23% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 Curse of Corpses 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. |
Chargeripper the living mindstar (Nightmares) (15.5-17.05 power, 40 apr, mind damage) Chargeripper the living mindstar (Nightmares) (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn Damage (Melee): +16 acid When wielded/worn: Changes resistances: +6% acid / +8% arcane / +16% mind Changes resistances penetration: +15% lightning Changes damage: +9% acid Mental save: +12 (+2 eff.) Maximum psi: +78.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares 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. |
Cuthagogazor the living mindstar (Misfortune) (15.5-17.05 power, 40 apr, mind damage) Cuthagogazor the living mindstar (Misfortune) (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. This natural lightning should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Burst (radius 2) on crit: +8 mind When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice / 20 lightning / 12 blight Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +17% lightning / +20% cold Changes resistances penetration: +20% lightning / +20% cold / +15% arcane / +5% temporal Changes damage: +20% lightning / +20% cold Mental save: +33 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum psi: +34.00 Spellpower: +2 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +30 Curse of Misfortune 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. |
Driregokhad (Nightmares) (16.5-18.15 power, 40 apr, mind damage) Driregokhad (Nightmares) (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +14.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20% chance to corrode armour Damage (Melee): +4 temporal When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +20% acid Changes resistances penetration: +20% acid / +5% temporal Changes damage: +20% acid / +15% arcane Physical save: +10 (+1 eff.) Spell save: +17 (+2 eff.) Mental save: +10 (+1 eff.) Life regen: +2.00 Equilibrium when hit: +2.50 Vim when firing critical spell: +2.00 Maximum vim: +20.00 Spell crit. chance: +2% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Curse of Nightmares 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. |
Hudig the Flashbone (Corpses) (16-17.6 power, 43 apr, mind damage) Hudig the Flashbone (Corpses) (16-17.6 power, 43 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +43 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Accuracy: +4 (+0 eff.) Physical power: +4 (+1 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 36 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +15 Wil / +6 Cun / +4 Con Changes resistances: +10% lightning / +10% physical Changes resistances penetration: +20% lightning / +10% physical Changes damage: +20% lightning / +10% physical Reduces incoming crit damage: 10.00% Physical save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Corpses 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. |
Issunik the living mindstar (Madness) (16.5-18.15 power, 40 apr, mind damage) Issunik the living mindstar (Madness) (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 harmonious mindstar will complement other natural mindstars. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Burst (radius 2) on crit: +4 acid When wielded/worn: Changes stats: +2 Cun / +10 Wil Changes resistances: +10% nature Changes resistances penetration: +10% nature Changes damage: +10% nature / +9% mind Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +10.00% Physical save: +10 (+1 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +2.50 Maximum hate: +6.00 Mindpower: +21 (+3 eff.) Mental crit. chance: +10% Curse of Madness 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. |
Mayetira the living mindstar (Corpses) (15-16.5 power, 40 apr, mind damage) Mayetira the living mindstar (Corpses) (15-16.5 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 is wrathful to the hated. This mindstar will resonate with other psionic mindstars. Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +10% mind / +6% acid Changes resistances penetration: +10% mind Changes damage: +10% mind / +6% acid Critical mult.: +15.00% Mana each turn: +0.08 Psi when hit: +2.20 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Spell crit. chance: +2% Mindpower: +20 (+2 eff.) Mental crit. chance: +17% Damage Resonance (when hit): +25% Curse of Corpses 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. |
Nurig the Noonsever (Misfortune) (15.5-17.05 power, 40 apr, mind damage) Nurig the Noonsever (Misfortune) (15.5-17.05 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 hates not to be wrathful. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 light When wielded/worn: Effects on melee hit: * 53% chance to daze Changes stats: +5 Dex Changes resistances: +10% blight Changes resistances penetration: +10% light / +15% mind / +15% darkness Changes damage: +22% darkness / +10% nature / +25% mind Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Disease immunity: +25% Equilibrium when hit: +2.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Light radius: +1 See invisible: +3 Curse of Misfortune 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. |
Olyregolathahell the Burnveil (Misfortune) (25-27.5 power, 40 apr, nature damage) Olyregolathahell the Burnveil (Misfortune) (25-27.5 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 25.0 - 27.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn On weapon crit: * burns latent spell energy Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +3 Changes stats: +2 Str / +8 Cun / +2 Con Changes damage: +8% arcane Critical mult.: +15.00% Reduces incoming crit damage: 20.00% Physical save: +9 (+1 eff.) Spell save: +10 (+2 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +17% Healing mod.: +10% Curse of Misfortune 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. |
Poluyabeth the living mindstar (Nightmares) (18-19.8 power, 40 apr, nature damage) Poluyabeth the living mindstar (Nightmares) (18-19.8 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 18.0 - 19.8 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 lightning / 8 physical / 10 cold / 8 acid / 10 fire Changes resistances: +10% lightning / +10% physical / +12% temporal / +10% blight / +8% fire / +10% cold / +10% acid Changes damage: +10% nature Grants telepathy: Dragon Disease immunity: +25% Disarm immunity: +25% Pinning immunity: +15% Psi when hit: +0.12 Hate when firing a critical mind attack: +6.00 Maximum hate: +21.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Life leech chance: +19% Life leech: +25% Curse of Nightmares 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. |
Voravena the living mindstar (Misfortune) (17.5-19.25 power, 40 apr, nature damage) Voravena the living mindstar (Misfortune) (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 17.5 - 19.3 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Effects when hit in melee: * Slows global speed by 9% * 17 arcane resource burn Changes resistances: +6% temporal / +9% arcane / +6% mind Changes resistances penetration: +10% arcane Changes damage: +10% nature / +10% arcane Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Maximum encumbrance: +10 Spell save: +9 (+1 eff.) Hate per kill: +5.00 Psi per kill: +4.00 Only die when reaching: -40.00 life Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Activating this item is instant. Curse of Misfortune It can be used to inflict 585.75 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 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. |
Xawen the Radianceweeper (Nightmares) (16-17.6 power, 40 apr, mind damage) Xawen the Radianceweeper (Nightmares) (16-17.6 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 honing mindstar will focus other psionic mindstars. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind Burst (radius 1) on hit: +12 blight When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 light Changes stats: +11 Cun / +5 Wil Changes resistances: +8% physical Changes resistances penetration: +10% physical Changes damage: +10% physical Critical mult.: +22.00% Hate when firing a critical mind attack: +6.00 Maximum hate: +27.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +20 Life leech chance: +25% Life leech: +23% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Forestsever' (Nightmares) (16-17.6 power, 40 apr, mind damage) living mindstar 'Forestsever' (Nightmares) (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 10 darkness / 14 physical / 8 nature / 14 mind Changes stats: +2 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances: +20% physical Changes resistances penetration: +11% physical Changes damage: +10% acid / +20% physical / +9% mind / +9% darkness Critical mult.: +10.00% Equilibrium when hit: +2.28 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 31 of target armor and 16% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Lisebrenn' (Misfortune) (15.5-17.05 power, 40 apr, nature damage) living mindstar 'Lisebrenn' (Misfortune) (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 1) on hit: +4 mind / +16 acid Damage against: +30% Unnatural When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 17 mind / 8 darkness Changes resistances: +6% lightning Changes damage: +9% mind / +10% darkness Spell save: +9 (+1 eff.) Poison immunity: +5% Confusion immunity: +15% Stun/Freeze immunity: +5% Mindpower: +22 (+3 eff.) Mental crit. chance: +9% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Voidwinnow' (Corpses) (16-17.6 power, 40 apr, mind damage) living mindstar 'Voidwinnow' (Corpses) (16-17.6 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 honing mindstar will focus other psionic mindstars. This mindstar will resonate with other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +4 Cun / +4 Wil Changes resistances: +13% physical / +20% darkness / +10% mind Changes resistances penetration: +7% physical / +20% darkness / +8% mind Changes damage: +10% physical / +20% darkness / +9% mind Talent mastery: +0.20 Cursed / Darkness Reduces incoming crit damage: 20.00% Blindness immunity: +21% Disarm immunity: +15% Confusion immunity: +10% Equilibrium when hit: +0.16 Psi when hit: +1.90 Maximum hate: +2.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +25% Curse of Corpses 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. |
Stormlash (Nightmares) (17-18.7 power, 7 apr) Stormlash (Nightmares) (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 30% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning Curse of Nightmares It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 64.29 to 192.86 lightning damage (based on Magic and Dexterity), costing 6 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Sepsistreason the elm longbow (Misfortune) Sepsistreason the elm longbow (Misfortune)Requires: - Dexterity 11 - Talent Shoot 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: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Burst (radius 1) on hit: +8 nature When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str Changes resistances: +2% physical / +3% cold / +3% nature / +5% arcane Changes damage: +6% nature Physical save: +12 (+2 eff.) Poison immunity: +10% Cut immunity: +5% Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Surefire (Misfortune) Surefire (Misfortune)Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Misfortune It can be used to activate talent Steady Shot (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Corpsebow (Misfortune) Corpsebow (Misfortune)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% Curse of Misfortune It can be used to activate talent Cyst Burst (costing 6 power out of 20/20) : Effective talent level: 5.0 Power cost: 6 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 277.06 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Glata (Nightmares) Glata (Nightmares)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +4 Str / +1 Dex / +2 Wil Changes damage: +3% arcane Grants telepathy: Humanoid/Orc Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Spiderobsidian (Madness) Spiderobsidian (Madness)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to inflict damage reduction Burst (radius 2) on crit: +2 darkness When wielded/worn: Accuracy: +9 (+1 eff.) Changes resistances: +6% light Changes resistances penetration: +10% nature Changes damage: +18% nature / +9% light / +9% darkness Talent cooldown: Steady Shot (-1 turn) Curse of Madness Longbows are used to shoot arrows at your foes. |
Bregysus (Misfortune) Bregysus (Misfortune)Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 cold When wielded/worn: Armour: +7 Changes resistances: +12% acid Changes resistances penetration: +10% mind / +9% cold Changes damage: +6% mind Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye (Corpses) Merkul's Second Eye (Corpses)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 Curse of Corpses This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Tuluregohor the Rootoozer (Madness) Tuluregohor the Rootoozer (Madness)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +4 nature When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str / +2 Wil / +4 Cun Changes damage: +3% nature Mental save: +12 (+2 eff.) Mental crit. chance: +6% Curse of Madness Longbows are used to shoot arrows at your foes. |
Glittergore the elven-wood longbow (Shrouds) Glittergore the elven-wood longbow (Shrouds)Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +8 (+1 eff.) Fatigue: -4% Changes resistances: +3% light / +5% physical Changes resistances penetration: +19% physical Changes damage: +20% physical Spell save: +3 (+1 eff.) Disarm immunity: +5% Pinning immunity: +5% Maximum stamina: +5.00 Defense after a teleport: +5 Resist all after a teleport: +2% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Dagozilazor' (Madness) elven-wood longbow 'Dagozilazor' (Madness)Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +3 Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Defense: +2 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +6% acid / +5% arcane Changes resistances penetration: +20% physical Changes damage: +19% physical Maximum encumbrance: +40 Pinning immunity: +15% Curse of Madness Longbows are used to shoot arrows at your foes. |
Guretira the Noonfurnace (Corpses) Guretira the Noonfurnace (Corpses)Requires: - Dexterity 48 - Talent Shoot 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: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +4 arcane / +2 light When wielded/worn: Accuracy: +28 (+4 eff.) Physical crit. chance: +15.0% Changes resistances: +3% light Changes resistances penetration: +15% arcane / +20% physical Changes damage: +20% physical Talent cooldown: Steady Shot (-1 turn) Curse of Corpses Longbows are used to shoot arrows at your foes. |
Storm Fury (Corpses) Storm Fury (Corpses)Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+3 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. Curse of Corpses This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Emelunne (Corpses) Emelunne (Corpses)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Armour penetration: +3 Changes stats: +1 Dex Changes resistances: +2% physical / +12% darkness / +12% fire / +3% mind / +6% temporal Changes resistances penetration: +11% physical Changes damage: +11% physical Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Elysessra' (Misfortune) rough leather sling 'Elysessra' (Misfortune)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Light Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +11% physical Changes damage: +21% mind / +11% physical Mental save: +12 (+2 eff.) Confusion immunity: +10% Stun/Freeze immunity: +20% Defense after a teleport: +10 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Vilebreaker' (Misfortune) rough leather sling 'Vilebreaker' (Misfortune)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Burst (radius 2) on crit: +4 nature When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str / +5 Dex / +3 Mag / +4 Wil Changes damage: +3% fire See invisible: +6 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
Adimina the Barkterror (Misfortune) Adimina the Barkterror (Misfortune)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Mind Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * Slows global speed by 20% Burst (radius 1) on hit: +2 nature When wielded/worn: Changes stats: +3 Cun / +5 Wil Changes resistances: +9% nature Changes resistances penetration: +5% mind / +13% physical Changes damage: +14% physical Maximum psi: +20.00 Mental crit. chance: +3% Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
Mayitta the cured leather sling (Shrouds) Mayitta the cured leather sling (Shrouds)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Changes stats: +2 Cun / +2 Str Changes resistances penetration: +22% physical Changes damage: +14% physical Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Noonwell the cured leather sling (Nightmares) Noonwell the cured leather sling (Nightmares)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 53% chance to blind When wielded/worn: Armour: +8 Changes resistances: +3% mind / +9% cold Changes resistances penetration: +12% physical Changes damage: +6% light / +14% physical Confusion immunity: +5% Knockback immunity: +15% Resist all after a teleport: +2% Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin Sling (Corpses) Hare-Skin Sling (Corpses)Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+4 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Umbrasun the hardened leather sling (Nightmares) Umbrasun the hardened leather sling (Nightmares)Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Mind Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes resistances: +13% acid / +6% temporal / +6% darkness / +13% cold / +12% fire / +6% mind / +13% lightning Changes damage: +6% mind Spell save: +14 (+2 eff.) Poison immunity: +15% Teleport immunity: +35% Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Lelogund' (Madness) hardened leather sling 'Lelogund' (Madness)Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 13% chance to daze When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +9% lightning / +2% physical / +6% arcane / +3% temporal Changes resistances penetration: +9% lightning Cut immunity: +10% Disarm immunity: +10% Knockback immunity: +10% Teleport immunity: +10% Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Blastscar (Corpses) Blastscar (Corpses)Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to daze Burst (radius 1) on hit: +6 lightning / +2 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Str Changes resistances: +3% nature / +6% lightning Changes resistances penetration: +5% nature Changes damage: +6% nature Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Prismguile the reinforced leather sling (Nightmares) Prismguile the reinforced leather sling (Nightmares)Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20% chance to blind Burst (radius 1) on hit: +2 mind When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Str Changes resistances penetration: +15% light Changes damage: +9% light Critical mult.: +15.00% Mental save: +3 (+1 eff.) Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Cobragrinder (Shrouds) Cobragrinder (Shrouds)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: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to daze Burst (radius 2) on crit: +2 arcane When wielded/worn: Accuracy: +15 (+2 eff.) Changes resistances: +6% arcane Changes resistances penetration: +5% nature / +25% physical Changes damage: +9% lightning / +15% physical / +12% nature / +9% arcane Talents cooldown: Multishot (-2 turns) Steady Shot (-2 turns) Pinning Shot (-1 turn) Damage Shield penetration: +53% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Infernoresolve (Madness) Infernoresolve (Madness)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: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +24 lightning Burst (radius 1) on hit: +6 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +26 (+4 eff.) Physical crit. chance: +30.0% Changes resistances: +3% blight / +6% fire Changes resistances penetration: +10% mind / +5% fire Changes damage: +16% lightning / +6% fire / +3% mind Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Radhesus the Hellblight (Misfortune) Radhesus the Hellblight (Misfortune)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 nature / +35 fire Burst (radius 2) on crit: +2 blight When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +7 Str Changes resistances: +3% blight / +10% all Changes resistances penetration: +15% blight / +20% fire / +14% nature Changes damage: +3% blight / +15% fire / +3% mind Global speed: +5% Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
Velabeth the drakeskin leather sling (Misfortune) Velabeth the drakeskin leather sling (Misfortune)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: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 acid When wielded/worn: Changes stats: +4 Cun / +2 Con Changes resistances penetration: +25% physical Changes damage: +20% acid / +22% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Mental save: +12 (+2 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +4% See invisible: +6 Damage Shield penetration: +60% Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Growthwaker' (Madness) drakeskin leather sling 'Growthwaker' (Madness)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to corrode armour Burst (radius 2) on crit: +2 physical When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Changes stats: +7 Str Changes resistances: +12% cold / +3% nature / +3% light Changes resistances penetration: +15% acid Changes damage: +6% nature / +12% physical Life regen: +2.50 Defense after a teleport: +5 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Zubatta the Kilnimmortal (13/13, 20-28 power, 5 apr) Zubatta the Kilnimmortal (13/13, 20-28 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 20.0 - 28.0 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Capacity: 13 Travel speed: +100% Damage (Ranged): +16 physical / +13 cold Burst (radius 1) on hit: +8 fire / +12 physical Burst (radius 2) on crit: +6 cold When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Brightknight' (17/17, 12.5-17.5 power, 5 apr) quiver of elm arrows 'Brightknight' (17/17, 12.5-17.5 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 On weapon hit: * 53% chance to blind * Slows global speed by 40% * 10% chance to knock the target back Damage (Ranged): +20 physical / +8 light / +8 mind Burst (radius 1) on hit: +20 light Burst (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Radiancegrit' (23/23, 29.5-41.3 power, 7 apr) quiver of ash arrows 'Radiancegrit' (23/23, 29.5-41.3 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 29.5 - 41.3 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 23 On weapon hit: * 53 arcane resource burn * 20% chance to blind Burst (radius 1) on hit: +16 light / +4 mind Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
Cloudroar the quiver of yew arrows (20/20, 32.5-45.5 power, 10 apr) Cloudroar the quiver of yew arrows (20/20, 32.5-45.5 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 On weapon hit: * 40% chance to daze On weapon crit: * wounds the target Damage (Ranged): +8 lightning / +14 bleed / +4 light Burst (radius 1) on hit: +4 light / +12 lightning Burst (radius 2) on crit: +16 light Arrows are used with bows to pierce your foes to death. |
Hanozilavor the Blindsnake (21/21, 34-47.6 power, 10 apr) Hanozilavor the Blindsnake (21/21, 34-47.6 power, 10 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 21 On weapon hit: * 20% chance to inflict damage reduction * Slows global speed by 33% * leeches stamina from the target Damage (Ranged): +16 nature / +8 darkness Burst (radius 1) on hit: +28 darkness Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
Strikeorder the quiver of yew arrows (20/20, 43-60.2 power, 14 apr) Strikeorder the quiver of yew arrows (20/20, 43-60.2 power, 14 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 43.0 - 60.2 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +6.0% Capacity: 20 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +4 lightning / +13 temporal / +14 nature When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Shadekin' (21/21, 34-47.6 power, 10 apr) quiver of yew arrows 'Shadekin' (21/21, 34-47.6 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 21 On weapon hit: * 40% chance to inflict damage reduction Damage (Ranged): +4 fire / +14 temporal / +13 nature Burst (radius 1) on hit: +4 mind / +20 fire Burst (radius 2) on crit: +20 darkness / +4 light Arrows are used with bows to pierce your foes to death. |
Bogrot the quiver of elven-wood arrows (22/22, 54.5-76.3 power, 15 apr) Bogrot the quiver of elven-wood arrows (22/22, 54.5-76.3 power, 15 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 54.5 - 76.3 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +15 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * 53% chance to corrode armour Damage (Ranged): +16 acid / +4 nature / +4 physical Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 physical Arrows are used with bows to pierce your foes to death. |
Flowerraze the quiver of elven-wood arrows (20/20, 42-58.8 power, 14 apr) Flowerraze the quiver of elven-wood arrows (20/20, 42-58.8 power, 14 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * Slows global speed by 53% * 27% chance to cause random gloom Damage (Ranged): +20 mind / +16 nature Burst (radius 1) on hit: +24 nature Burst (radius 2) on crit: +8 nature Arrows are used with bows to pierce your foes to death. |
Loregar (21/21, 62-86.8 power, 14 apr) Loregar (21/21, 62-86.8 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 62.0 - 86.8 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +8.5% Capacity: 21 On weapon crit: * wounds the target Damage (Ranged): +17 bleed Burst (radius 1) on hit: +8 mind / +12 physical Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 30% Wil, 70% Dex, 100% Mag Damage type: Bright light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Kayagorn (20/20, 56.5-79.1 power, 18 apr) Kayagorn (20/20, 56.5-79.1 power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 56.5 - 79.1 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon hit: * Slows global speed by 53% * 53 arcane resource burn * 10% chance to knock the target back * 20% chance to torment the target * disrupts spell-casting Damage (Ranged): +47 physical / +20 darkness / +20 mind Burst (radius 2) on crit: +20 mind Damage against: +30% Unnatural Arrows are used with bows to pierce your foes to death. |
Radhovor the Glintgash (20/20, 52-72.8 power, 18 apr) Radhovor the Glintgash (20/20, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 Turns elapse between self-loadings: 2 On weapon hit: * 40% chance to blind * 40% chance to daze Damage (Ranged): +8 lightning / +20 cold Burst (radius 1) on hit: +4 light / +4 fire Burst (radius 2) on crit: +4 blight / +8 fire / +8 light Arrows are used with bows to pierce your foes to death. |
Sunsweeper (22/54, 61.5-86.1 power, 26 apr) Sunsweeper (22/54, 61.5-86.1 power, 26 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 61.5 - 86.1 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Physical crit. chance: +3.0% Capacity: 54 Turns elapse between self-loadings: -2 On weapon hit: * 40% chance to blind * 20% chance to curse the target Damage (Ranged): +16 light / +32 blight / +20 darkness / +24 arcane Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr) 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: 30% Wil, 70% Dex, 110% Mag Damage type: Temporal darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical 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. |
Woeblight the quiver of dragonbone arrows (22/22, 53.5-74.9 power, 18 apr) Woeblight the quiver of dragonbone arrows (22/22, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to gain 10% of a turn * 20% chance to corrode armour * 20% chance to disease * 20% chance to inflict damage reduction * 25% chance for lightning to arc to a second target * 20% chance to curse the target Damage (Ranged): +20 lightning / +37 darkness / +35 blight Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 darkness Arrows are used with bows to pierce your foes to death. |
Xeremivea the Balanceidol (22/22, 54.5-76.3 power, 18 apr) Xeremivea the Balanceidol (22/22, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +31.0% Capacity: 22 On weapon hit: * 53% chance to disease On weapon crit: * cripple the target Damage (Ranged): +20 light / +4 arcane / +4 nature Burst (radius 1) on hit: +12 blight / +4 nature / +4 arcane Burst (radius 2) on crit: +16 nature Damage against: +30% Undead Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Abyssrend' (18/18, 66-92.4 power, 20 apr) quiver of dragonbone arrows 'Abyssrend' (18/18, 66-92.4 power, 20 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 66.0 - 92.4 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +4.0% Capacity: 18 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 53% chance to gain 10% of a turn * 13% chance to disease * 20% chance to curse the target Travel speed: +200% Damage (Ranged): +20 darkness / +40 blight / +17 cold Burst (radius 1) on hit: +4 fire When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Glintbiter' (23/23, 55.5-77.7 power, 18 apr) quiver of dragonbone arrows 'Glintbiter' (23/23, 55.5-77.7 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 23 On weapon hit: * 20% chance to blind * Slows global speed by 20% * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +8 light / +20 gravity / +8 arcane Burst (radius 2) on crit: +16 nature / +20 light Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Huruldil' (25/25, 53-74.2 power, 18 apr) quiver of dragonbone arrows 'Huruldil' (25/25, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 25 Turns elapse between self-loadings: 2 On weapon hit: * 53% chance to disease * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target Damage (Ranged): +16 physical / +20 temporal / +12 blight / +20 bleed / +8 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +12 blight Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Mayoldavea' (23/23, 52-72.8 power, 18 apr) quiver of dragonbone arrows 'Mayoldavea' (23/23, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon hit: * 40% chance to gain 10% of a turn * 40% chance to disease * 10% chance to crush the target * 10% chance to knock the target back * 20% chance to curse the target Travel speed: +200% Damage (Ranged): +44 physical / +13 darkness / +15 blight / +17 gravity Burst (radius 1) on hit: +8 physical When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
Lisubeth the Morbusdare (17/17, 32-38.4 power, 3 apr) Lisubeth the Morbusdare (17/17, 32-38.4 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +16.0% Capacity: 17 On weapon hit: * Slows global speed by 20% * 53% chance to daze On weapon crit: * cripple the target Damage (Ranged): +4 lightning / +16 light / +4 mind Burst (radius 1) on hit: +12 mind / +4 nature Shots are used with slings to pummel your foes to death. |
Noonpain (19/19, 33-39.6 power, 3 apr) Noonpain (19/19, 33-39.6 power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 19 On weapon hit: * 20 arcane resource burn * 53% chance to blind Damage (Ranged): +23 cold / +8 light Burst (radius 1) on hit: +8 light / +8 lightning Burst (radius 2) on crit: +8 light / +11 cold Shots are used with slings to pummel your foes to death. |
Roottyphoon the pouch of dwarven-steel shots (21/21, 34.5-41.4 power, 3 apr) Roottyphoon the pouch of dwarven-steel shots (21/21, 34.5-41.4 power, 3 apr)Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 21 On weapon hit: * Slows global speed by 53% * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +14 temporal / +16 nature / +28 fire / +14 physical Burst (radius 2) on crit: +12 nature Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Venomusher' (20/20, 34.5-41.4 power, 3 apr) pouch of dwarven-steel shots 'Venomusher' (20/20, 34.5-41.4 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Lightning Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 On weapon hit: * 53 arcane resource burn * Slows global speed by 53% Damage (Ranged): +12 lightning / +12 nature Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 lightning Shots are used with slings to pummel your foes to death. |
Bilegasher the pouch of stralite shots (19/19, 44-52.8 power, 5 apr) Bilegasher the pouch of stralite shots (19/19, 44-52.8 power, 5 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +13.5% Capacity: 19 On weapon hit: * 16 arcane resource burn * Slows global speed by 40% On weapon crit: * cripple the target Damage (Ranged): +18 insidious poison Burst (radius 1) on hit: +12 nature Shots are used with slings to pummel your foes to death. |
Glymina the Hellsking (23/23, 43.5-52.2 power, 5 apr) Glymina the Hellsking (23/23, 43.5-52.2 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 23 On weapon hit: * 53 arcane resource burn * Slows global speed by 53% On weapon crit: * wounds the target Damage (Ranged): +8 fire / +17 bleed Burst (radius 1) on hit: +20 fire Shots are used with slings to pummel your foes to death. |
Umbraobeisance the pouch of stralite shots (18/42, 46-55.2 power, 5 apr) Umbraobeisance the pouch of stralite shots (18/42, 46-55.2 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 42 On weapon hit: * 53% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Ranged): +14 acid / +8 temporal / +22 darkness / +17 blight Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +16 darkness When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Zaneregodor the pouch of stralite shots (16/16, 44-52.8 power, 5 apr) Zaneregodor the pouch of stralite shots (16/16, 44-52.8 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 16 On weapon hit: * 14% chance to disease * Random elemental explosion * 25% chance to put talents on cooldown Damage (Ranged): +12 blight / +12 mind Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
Galeorder the pouch of voratun shots (19/19, 64-76.8 power, 16 apr) Galeorder the pouch of voratun shots (19/19, 64-76.8 power, 16 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +16 Physical crit. chance: +16.0% Capacity: 19 On weapon hit: * 40% chance to daze * 20% chance to disease Travel speed: +200% Damage (Ranged): +19 blight / +8 mind / +16 temporal Burst (radius 1) on hit: +12 lightning / +8 temporal / +4 mind Shots are used with slings to pummel your foes to death. |
Mayygana the Duskviper (22/52, 65-78 power, 18 apr) Mayygana the Duskviper (22/52, 65-78 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +18 Physical crit. chance: +7.0% Capacity: 52 Turns elapse between self-loadings: 2 On weapon hit: * 53% chance to cause random gloom On weapon crit: * wounds the target Damage (Ranged): +20 blight / +15 bleed Burst (radius 2) on crit: +8 blight / +8 darkness Shots are used with slings to pummel your foes to death. |
Ragiregotar the Airbrace (21/47, 69-82.8 power, 19 apr) Ragiregotar the Airbrace (21/47, 69-82.8 power, 19 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 69.0 - 82.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +19 Physical crit. chance: +14.0% Capacity: 47 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease On weapon crit: * splashes the target with acid Damage (Ranged): +20 blight / +20 acid Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +12 lightning Shots are used with slings to pummel your foes to death. |
Relgothel the pouch of voratun shots (19/48, 52.5-63 power, 6 apr) Relgothel the pouch of voratun shots (19/48, 52.5-63 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +21.0% Capacity: 48 On weapon hit: * 53% chance to gain 10% of a turn * 20% chance to curse the target On weapon crit: * cripple the target Damage (Ranged): +8 temporal / +18 darkness / +20 blight / +20 mind Burst (radius 2) on crit: +12 mind / +8 temporal When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Shimmerborn (21/23, 55-66 power, 6 apr) Shimmerborn (21/23, 55-66 power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 On weapon hit: * 40% chance to inflict damage reduction * Slows global speed by 20% * 53% chance to daze * 25% chance to put talents on cooldown On weapon crit: * wounds the target * burns latent spell energy Damage (Ranged): +25 manaburn arcane / +18 bleed Burst (radius 1) on hit: +4 darkness / +8 lightning Burst (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Bearuiletar' (23/23, 59-70.8 power, 10 apr) pouch of voratun shots 'Bearuiletar' (23/23, 59-70.8 power, 10 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 59.0 - 70.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +11.0% Capacity: 23 Turns elapse between self-loadings: 2 Burst (radius 2) on crit: +12 arcane Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Pyrecrypt' (52/52, 65-78 power, 17 apr) pouch of voratun shots 'Pyrecrypt' (52/52, 65-78 power, 17 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +33.0% Capacity: 52 On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +4 acid / +4 fire / +12 arcane Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +16 fire When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Belegabeth the Gloomwitch (6 def, 7 armour, 15-18 power, 63.5 block) Belegabeth the Gloomwitch (6 def, 7 armour, 15-18 power, 63.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +64 Damage (Melee): +11 cold When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice / 4 darkness Changes resistances: +3% temporal / +16% cold Changes resistances penetration: +5% darkness Talent granted: +2 Block Handheld deflection devices. |
Daypeal the steel shield (6 def, 2 armour, 16-19.2 power, 40.5 block) Daypeal the steel shield (6 def, 2 armour, 16-19.2 power, 40.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 light When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light Changes resistances: +21% lightning / +3% fire / +9% light Changes resistances penetration: +10% fire Changes damage: +6% mind / +6% fire Talent granted: +2 Block Handheld deflection devices. |
Stormglamour (6 def, 10 armour, 16-19.2 power, 107 block) Stormglamour (6 def, 10 armour, 16-19.2 power, 107 block)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +107 On weapon hit: * 53% chance to daze Damage (Melee): +8 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 4 lightning Changes stats: +1 Wil / +5 Con Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Talent granted: +2 Block Physical save: +9 (+1 eff.) See invisible: +3 Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 24.5-34.3 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 24.5-34.3 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 24.5 - 34.3 Uses stats: 200% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
steel shield 'Dawnrupture' (6 def, 2 armour, 17-20.4 power, 41.5 block) steel shield 'Dawnrupture' (6 def, 2 armour, 17-20.4 power, 41.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +42 Damage Shield penetration (this weapon only): +10% When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects on melee hit: * 7% chance to cause random gloom Effects when hit in melee: * 18% chance to cause random gloom Changes stats: +3 Wil Changes resistances: +5% arcane Talent granted: +2 Block Mana each turn: +0.12 Mana when firing critical spell: +2.00 Light radius: +1 Handheld deflection devices. |
Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stats: 150% Mag, 30% Wil Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Cyromira (22 def, 2 armour, 52.5-63 power, 143 block) Cyromira (22 def, 2 armour, 52.5-63 power, 143 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.5 - 63.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +143 Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +8 temporal When wielded/worn: Armour: +2 Defense: +22 (+8 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 16 acid Changes damage: +6% blight Talent granted: +4 Block Mana each turn: +0.08 Maximum vim: +20.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Deflect projectiles away: +16% Handheld deflection devices. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block) Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+5 eff.) Ranged Defense: +14 (+3 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Turydar (10 def, 2 armour, 46.5-55.8 power, 145 block) Turydar (10 def, 2 armour, 46.5-55.8 power, 145 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.5 - 55.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +145 On weapon hit: * 30 arcane resource burn * 53% chance to corrode armour When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes resistances: +12% acid / +2% physical / +27% fire Talent granted: +4 Block Spell save: +20 (+3 eff.) Poison immunity: +15% Teleport immunity: +15% Handheld deflection devices. |
Airhunter (18 def, 3 armour, 79-94.8 power, 190 block) Airhunter (18 def, 3 armour, 79-94.8 power, 190 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 79.0 - 94.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +190 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +50 cold When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +18 (+7 eff.) Ranged Defense: +18 (+3 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 40 ice Changes stats: +6 Wil Changes resistances: +3% mind / +20% cold Changes damage: +3% lightning Talent granted: +5 Block Blindness immunity: +15% Disarm immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +15% Light radius: +2 Handheld deflection devices. |
Islywen the voratun shield (12 def, 3 armour, 79-94.8 power, 205 block) Islywen the voratun shield (12 def, 3 armour, 79-94.8 power, 205 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 79.0 - 94.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +205 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +49 cold When wielded/worn: Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 40 ice / 12 physical Changes stats: +6 Wil Changes resistances: +6% arcane / +18% cold Talent granted: +5 Block Maximum encumbrance: +20 Spell save: +10 (+2 eff.) Life regen: +0.40 Spell crit. chance: +2% Damage Shield penetration: +20% Handheld deflection devices. |
Ivyrinn (12 def, 18 armour, 85-102 power, 194 block) Ivyrinn (12 def, 18 armour, 85-102 power, 194 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 85.0 - 102.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 On weapon hit: * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +18 Armour Hardiness: +8% Defense: +12 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +4 Mag / +3 Wil / +3 Con Changes resistances: +30% fire / +20% physical Talent granted: +5 Block Mental save: +6 (+1 eff.) Maximum hate: +2.00 Maximum psi: +30.00 Handheld deflection devices. |
Lightningstake the voratun shield (12 def, 3 armour, 71.5-85.8 power, 202.5 block) Lightningstake the voratun shield (12 def, 3 armour, 71.5-85.8 power, 202.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +202 Damage (Melee): +20 acid / +8 lightning Burst (radius 1) on hit: +12 temporal Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 45% chance to daze Effects when hit in melee: * 18% chance to corrode armour Changes stats: +6 Con Changes resistances: +26% acid / +20% physical / +13% fire / +12% cold / +9% lightning Changes resistances penetration: +15% lightning Talent granted: +5 Block Light radius: +2 Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block) Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 150% Mag, 30% Wil Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 150% Mag, 30% Wil Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+2 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 143.91 to 179.88 light damage (based on Willpower and Cunning), costing 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 170% Mag, 30% Wil Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+3 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block) The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 150% Mag, 30% Wil Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+5 eff.) Ranged Defense: +15 (+3 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." |
Xeraldadheth (12 def, 3 armour, 74-88.8 power, 205 block) Xeraldadheth (12 def, 3 armour, 74-88.8 power, 205 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.0 - 88.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +205 Damage (Melee): +20 lightning / +40 fire Damage against: +10% Elemental When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to daze Damage when hit (Melee): 80 fire Changes stats: +9 Str / +6 Dex Changes resistances: +20% lightning / +40% fire Changes damage: +9% blight / +3% physical Talent granted: +5 Block Critical mult.: +3.00% Maximum encumbrance: +40 Healing mod.: +5% Handheld deflection devices. |
voratun shield 'Blazewilter' (12 def, 3 armour, 78-93.6 power, 207.5 block) voratun shield 'Blazewilter' (12 def, 3 armour, 78-93.6 power, 207.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 78.0 - 93.6 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +208 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +16 temporal Damage against: +15% Horror When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+1 eff.) Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 16 temporal Changes resistances: +6% lightning / +16% temporal Maximum wards: +4 lightning / +4 temporal / +4 blight / +6 fire / +6 cold Talents granted: +1 Ward +5 Block Physical save: +25 (+3 eff.) Maximum stamina: +15.00 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (694) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
voratun shield 'Ivossra' (12 def, 3 armour, 71-85.2 power, 211 block) voratun shield 'Ivossra' (12 def, 3 armour, 71-85.2 power, 211 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +211 On weapon hit: * 33% chance to daze Burst (radius 2) on crit: +36 light / +35 darkness When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning / 8 arcane Changes stats: +2 Mag Changes resistances: +29% cold / +10% light / +15% darkness Changes resistances penetration: +5% arcane / +5% blight Changes damage: +12% arcane Talent granted: +5 Block Mana each turn: +0.08 Maximum mana: +20.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +2% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
voratun shield 'Raintrencher' (12 def, 3 armour, 72.5-87 power, 194 block) voratun shield 'Raintrencher' (12 def, 3 armour, 72.5-87 power, 194 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 Damage (Melee): +8 nature / +20 fire Burst (radius 1) on hit: +4 nature / +8 temporal When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 8 blight / 37 fire Changes stats: +6 Str Changes resistances: +12% acid / +16% light / +11% lightning / +33% fire / +13% cold / +16% darkness Changes resistances penetration: +10% temporal Talent granted: +5 Block Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +1% Handheld deflection devices. |
voratun shield 'Weepravage' (12 def, 3 armour, 71.5-85.8 power, 191.5 block) voratun shield 'Weepravage' (12 def, 3 armour, 71.5-85.8 power, 191.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +192 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 16 nature Changes stats: +1 Str / +2 Con Changes resistances: +9% fire / +30% cold / +20% light / +19% darkness Maximum wards: +6 lightning / +5 temporal / +6 blight / +3 fire / +6 cold Changes resistances penetration: +5% nature Grants telepathy: Dragon Talents granted: +1 Ward +5 Block Light radius: +1 Handheld deflection devices. |
voratun shield 'Xanotha' (12 def, 3 armour, 80-96 power, 199.5 block) voratun shield 'Xanotha' (12 def, 3 armour, 80-96 power, 199.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.0 - 96.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 On weapon hit: * 10 arcane resource burn On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 35 arcane resource burn * 35% chance to reduce powers by 20% Damage when hit (Melee): 4 mind Changes stats: +3 Wil / +2 Cun / +7 Con Changes resistances: +29% lightning / +18% nature / +18% acid Changes resistances penetration: +5% mind Talent granted: +5 Block Critical mult.: +5.00% Maximum psi: +20.00 Mindpower: +6 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +30 Handheld deflection devices. |
Salimivena the Hellspawn (4 def, 0 armour) Salimivena the Hellspawn (4 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +3 Wil Changes resistances penetration: +10% fire Spell save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Cut immunity: +20% Confusion immunity: +15% Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Venomblast (4 def, 0 armour) Venomblast (4 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 12 mind Changes resistances: +9% nature / +9% lightning Changes damage: +9% nature Mental save: +21 (+3 eff.) Silence immunity: +15% Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xenor the woollen robe (0 def, 0 armour) Xenor the woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Dex / +6 Mag / +7 Wil Changes resistances: +3% lightning / +9% fire Changes resistances penetration: +15% physical Critical mult.: +3.00% Disarm immunity: +10% Confusion immunity: +10% Mana each turn: +0.22 Psi each turn: +0.22 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bregogarek the Filthsmash (2 def, 0 armour) Bregogarek the Filthsmash (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% acid / +6% nature / +21% mind / +9% light Changes resistances penetration: +5% darkness Changes damage: +15% mind Physical save: +9 (+1 eff.) Blindness immunity: +10% Knockback immunity: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Squalorrage the cashmere robe (2 def, 0 armour) Squalorrage the cashmere robe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% nature / +22% cold Changes damage: +12% nature / +15% cold Critical mult.: +3.00% Reduces incoming crit damage: 5.00% Physical save: +20 (+3 eff.) Stamina each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Voidransom the cashmere robe (2 def, 0 armour) Voidransom the cashmere robe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +33% nature / +6% darkness Changes resistances penetration: +10% nature / +10% mind Changes damage: +9% acid / +16% nature / +3% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+1 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Blazespawn the elven-silk robe (9 def, 5 armour) Blazespawn the elven-silk robe (9 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+4 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 arcane / 4 blight Changes stats: +2 Mag / +2 Wil / +10 Cun Changes resistances: +10% lightning / +12% darkness / +11% blight / +12% fire / +12% cold / +11% light Changes damage: +3% blight Critical mult.: +19.00% Physical save: +46 (+5 eff.) Spell save: +35 (+4 eff.) Mental save: +20 (+3 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +2 (+0 eff.) Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cobraresolve (5 def, 0 armour) Cobraresolve (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +12 Mag / +3 Wil / +2 Con Changes resistances: +19% mind / +17% physical Changes resistances penetration: +14% temporal / +5% nature / +15% physical Changes damage: +20% temporal / +19% mind / +37% physical Reduces incoming crit damage: 5.00% Light radius: +4 See invisible: +12 Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Growthobeisance' (5 def, 0 armour) elven-silk robe 'Growthobeisance' (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * Slows global speed by 53% Damage when hit (Melee): 4 mind Changes stats: +10 Cun / +9 Mag Changes resistances: +9% lightning / +3% fire / +6% nature / +3% darkness Changes resistances penetration: +15% temporal / +15% mind / +15% physical Changes damage: +20% physical / +19% temporal / +18% all Critical mult.: +19.00% Blindness immunity: +5% Disease immunity: +10% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +20 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Smoldervault' (5 def, 0 armour) elven-silk robe 'Smoldervault' (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +14% lightning / +3% temporal / +18% acid / +3% blight / +44% cold / +9% mind / +30% fire Changes resistances penetration: +10% mind / +10% fire Changes damage: +20% lightning / +15% physical / +40% cold / +3% mind / +20% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Windstinger' (5 def, 0 armour) elven-silk robe 'Windstinger' (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Mag / +2 Wil / +12 Cun Changes resistances: +30% mind / +30% darkness Changes resistances penetration: +15% nature Changes damage: +3% nature / +19% all Critical mult.: +20.00% Physical save: +20 (+3 eff.) Spell save: +20 (+3 eff.) Mental save: +34 (+4 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +15 (+2 eff.) Light radius: +2 Infravision radius: +1 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. |
Gloryda (1 def, 9 armour) Gloryda (1 def, 9 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +9 Defense: +1 (+1 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes stats: +1 Mag / +1 Cun / +2 Con Changes resistances: +12% fire / +6% arcane / +14% physical Mental save: +6 (+1 eff.) Silence immunity: +5% Stun/Freeze immunity: +10% Light radius: +2 A suit of armour made of leather. |
rough leather armour 'Blindwilder' (1 def, 2 armour) rough leather armour 'Blindwilder' (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Effects on melee hit: * 15% chance to corrode armour Changes resistances: +18% lightning / +3% blight / +5% arcane / +6% nature / +6% acid Changes damage: +12% darkness Spell save: +9 (+1 eff.) A suit of armour made of leather. |
Belytha the Gloombearer (2 def, 4 armour) Belytha the Gloombearer (2 def, 4 armour)Requires: - Strength 14 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes resistances: +20% blight / +6% arcane / +14% nature / +3% acid Changes damage: +3% mind Spell save: +10 (+2 eff.) Mental save: +6 (+1 eff.) Psi when hit: +0.12 A suit of armour made of leather. |
cured leather armour 'Beesadig' (2 def, 4 armour) cured leather armour 'Beesadig' (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 40 arcane resource burn Changes stats: +2 Wil Changes resistances: +21% acid / +3% temporal Changes damage: +9% mind Mental save: +3 (+1 eff.) Mental crit. chance: +3% A suit of armour made of leather. |
Torolathalach the Balanceblast (3 def, 6 armour) Torolathalach the Balanceblast (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 mind / 12 nature Changes stats: +2 Cun / +3 Wil Changes resistances: +24% lightning / +12% darkness / +6% acid Mental save: +6 (+1 eff.) Mindpower: +2 (+0 eff.) A suit of armour made of leather. |
Demonslicer (8 def, 7 armour) Demonslicer (8 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +8 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 darkness Changes resistances: +27% lightning / +3% nature / +9% darkness Disease immunity: +15% Teleport immunity: +25% A suit of armour made of leather. |
Starobsidian (11 def, 7 armour) Starobsidian (11 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+4 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Changes stats: +9 Str / +8 Dex / +2 Cun Changes resistances: +3% lightning / +12% fire / +6% light Changes resistances penetration: +10% light Physical save: +14 (+2 eff.) Infravision radius: +2 A suit of armour made of leather. |
reinforced leather armour 'Staronslaught' (4 def, 7 armour) reinforced leather armour 'Staronslaught' (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex / +8 Mag / +9 Wil / +10 Cun Changes resistances: +27% acid Changes resistances penetration: +20% light Changes damage: +3% mind Life regen: +12.60 Equilibrium when hit: +0.04 Light radius: +2 Infravision radius: +3 Healing mod.: +26% A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+3 eff.) Mindpower: +10 (+1 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Brenothad (5 def, 8 armour) Brenothad (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 10 acid Damage (Ranged): 10 acid Changes stats: +4 Cun Changes resistances: +33% acid / +30% nature / +10% mind Changes resistances penetration: +15% mind Changes damage: +6% acid / +6% mind Critical mult.: +33.00% Mental save: +25 (+3 eff.) A suit of armour made of leather. |
Brodoregolar the drakeskin leather armour (25 def, 8 armour) Brodoregolar the drakeskin leather armour (25 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: +8 Defense: +25 (+9 eff.) Ranged Defense: +19 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 10 lightning Damage (Ranged): 10 lightning Changes resistances: +58% lightning / +11% physical / +6% darkness / +3% temporal / +6% arcane / +46% cold / +13% nature / +10% fire Changes resistances penetration: +5% mind A suit of armour made of leather. |
Skywitch (5 def, 22 armour) Skywitch (5 def, 22 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +22 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze * 15% chance to blind Damage (Melee): 10 fire Damage (Ranged): 10 fire Damage when hit (Melee): 4 lightning Changes stats: +6 Cun / +8 Wil Changes resistances: +30% fire / +26% physical Changes resistances penetration: +15% lightning / +5% fire / +15% light Changes damage: +6% lightning / +9% fire Critical mult.: +19.00% Mental save: +23 (+3 eff.) A suit of armour made of leather. |
Vilebore the drakeskin leather armour (18 def, 20 armour) Vilebore the drakeskin leather armour (18 def, 20 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +18 (+7 eff.) Ranged Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 10 lightning / 10 fire Damage (Ranged): 10 lightning / 9 fire Damage when hit (Melee): 8 nature Changes stats: +2 Cun / +3 Mag Changes resistances: +29% lightning / +27% fire / +25% cold / +30% physical Critical mult.: +15.00% Life regen: +8.00 Stamina each turn: +2.50 Maximum psi: +20.00 Mental crit. chance: +3% See invisible: +6 A suit of armour made of leather. |
Xeriwen (9 def, 27 armour) Xeriwen (9 def, 27 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: +27 Defense: +9 (+4 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +15% acid / +30% physical / +26% fire / +9% temporal / +45% cold Grants telepathy: Dragon Allows you to breathe in: water Reduces incoming crit damage: 15.00% Mental save: +6 (+1 eff.) Disease immunity: +10% Cut immunity: +5% Stun/Freeze immunity: +10% A suit of armour made of leather. |
drakeskin leather armour 'Neruta' (5 def, 8 armour) drakeskin leather armour 'Neruta' (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +2 Str / +6 Wil / +4 Cun Changes resistances: +30% lightning / +2% physical Changes resistances penetration: +15% blight Mental save: +16 (+2 eff.) Life regen: +1.80 Maximum life: +85.00 Maximum mana: +20.00 Maximum psi: +10.00 Mindpower: +2 (+0 eff.) Healing mod.: +22% A suit of armour made of leather. |
drakeskin leather armour 'Porudhedherin' (15 def, 8 armour) drakeskin leather armour 'Porudhedherin' (15 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: +8 Defense: +15 (+6 eff.) Fatigue: +8% Changes stats: +10 Str / +9 Dex / +1 Mag / +3 Wil / +1 Con Changes resistances: +3% lightning / +30% fire Changes damage: +3% arcane Reduces incoming crit damage: 10.00% Physical save: +20 (+3 eff.) Disarm immunity: +5% Confusion immunity: +10% Life regen: +12.80 Healing mod.: +27% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +33% A suit of armour made of leather. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Pitchmaim the rough leather belt Pitchmaim the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction * 10% chance to disease Damage when hit (Melee): 8 darkness Changes resistances: +3% blight Changes damage: +12% darkness / +3% lightning Spell save: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Tareran the rough leather belt Tareran the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% mind / +6% cold Spell save: +3 (+1 eff.) Mental save: +33 (+4 eff.) Cut immunity: +10% Knockback immunity: +10% Only die when reaching: -20.00 life Maximum life: +38.00 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Gevor the hardened leather belt Gevor the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +10 Dex / +8 Wil / +9 Cun / +7 Lck Changes resistances: +9% fire / +21% cold Trap disarming bonus: +14 Stealth bonus: +10 Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Light radius: +3 Infravision radius: +5 A belt that goes around your waist. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 15 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
hardened leather belt 'Radiancegrit' hardened leather belt 'Radiancegrit'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 53% Damage when hit (Melee): 4 acid Changes resistances: +6% blight / +9% temporal / +3% nature / +6% acid Changes damage: +9% light Physical save: +11 (+2 eff.) Mindpower: +8 (+1 eff.) A belt that goes around your waist. |
Airstar the drakeskin leather belt Airstar the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+6 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid Changes resistances: +9% lightning / +15% fire / +6% temporal / +12% cold Changes resistances penetration: +20% acid / +15% temporal Changes damage: +3% acid Physical save: +25 (+3 eff.) Maximum life: +115.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +35.00 Maximum vim: +39.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
Hathugorab the Skystake Hathugorab the SkystakeInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +15 Defense: +12 (+5 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning / 4 fire Changes stats: +6 Str / +6 Con Changes resistances: +3% blight / +12% fire Changes resistances penetration: +25% lightning / +5% blight Changes damage: +9% blight / +6% lightning Physical save: +39 (+4 eff.) Maximum life: +70.00 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Gunelach' drakeskin leather belt 'Gunelach'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+6 eff.) Changes stats: +8 Dex / +3 Mag / +2 Wil / +6 Cun / +2 Con / +9 Lck Changes resistances: +7% arcane Changes resistances penetration: +10% arcane / +20% physical Changes damage: +18% physical Reduces incoming crit damage: 5.00% Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +17 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. |
Cloudnigh the linen cloak (1 def, 0 armour) Cloudnigh the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes stats: +2 Con Changes resistances penetration: +10% lightning / +5% physical Physical save: +12 (+2 eff.) Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepsvengeance the linen cloak (1 def, 0 armour) Deepsvengeance the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +12% acid / +3% temporal / +6% fire / +6% cold / +6% lightning Changes damage: +6% light Silence immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delegohir the linen cloak (1 def, 0 armour) Delegohir the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +2 Str / +2 Con Changes resistances: +2% physical / +12% darkness / +3% nature Changes resistances penetration: +10% acid Mental save: +20 (+3 eff.) Poison immunity: +5% Disarm immunity: +10% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flarekill the linen cloak (1 def, 7 armour) Flarekill the linen cloak (1 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +4 Str Changes resistances: +6% fire / +14% cold Changes damage: +9% lightning / +15% mind Maximum encumbrance: +30 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Malyndil the linen cloak (1 def, 0 armour) Malyndil the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +6% acid Changes resistances penetration: +10% acid / +20% mind Changes damage: +6% acid / +6% mind Mental save: +7 (+1 eff.) Maximum hate: +2.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thundervagrant (1 def, 0 armour) Thundervagrant (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 12 acid / 26 lightning Changes stats: +1 Wil Changes resistances: +3% light Changes damage: +12% acid Reduces incoming crit damage: 20.00% Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Armirach' (1 def, 0 armour) linen cloak 'Armirach' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Wil / +2 Con Changes resistances: +6% arcane Changes damage: +3% mind Spell save: +3 (+1 eff.) Equilibrium when hit: +0.08 Maximum hate: +8.00 Heals friendly targets nearby when you use a nature summon: +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Firewind' (2 def, 0 armour) cashmere cloak 'Firewind' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +5 Dex / +4 Mag / +5 Wil / +5 Cun Changes resistances: +9% fire Changes damage: +12% fire Mental crit. chance: +7% Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Radiancesquall' (2 def, 0 armour) cashmere cloak 'Radiancesquall' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 30% chance to daze * Slows global speed by 15% * 15% chance to blind Changes stats: +4 Wil Changes resistances: +12% acid / +15% fire / +3% temporal Mental save: +11 (+2 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 683.10 cold damage and condensing the air into freezing vapors that deal 227.70 cold damage (based on Magic) each turn for 10 turns, costing 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+5 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+1 eff.) Hate per kill: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 11 power out of 18/18) : Effective talent level: 4.0 Power cost: 11 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 185.81 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Runyhor the elven-silk cloak (3 def, 0 armour) Runyhor the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Wil / +8 Cun / +6 Con Changes resistances: +3% light Critical mult.: +5.00% Physical save: +35 (+4 eff.) Only die when reaching: -100.00 life Maximum life: +129.00 Mental crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skymight the elven-silk cloak (3 def, 0 armour) Skymight the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn * 15% chance to corrode armour Damage when hit (Melee): 24 lightning Changes stats: +6 Dex / +4 Mag / +4 Wil / +6 Cun Changes resistances: +3% temporal Changes resistances penetration: +15% arcane / +15% acid Changes damage: +14% arcane / +3% acid Critical mult.: +26.00% Maximum mana: +100.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormwreck the elven-silk cloak (29 def, 8 armour) Stormwreck the elven-silk cloak (29 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +29 (+10 eff.) Damage when hit (Melee): 8 lightning Changes stats: +3 Str Changes resistances: +17% blight / +2% physical / +20% nature Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +9% physical Reduces incoming crit damage: 15.00% Physical save: +35 (+4 eff.) Spell save: +18 (+2 eff.) Mental save: +25 (+3 eff.) Life regen: +3.00 Spellpower: +2 (+0 eff.) Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinywe the pair of rough leather boots (0 def, 1 armour) Eilinywe the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Armour: +1 Fatigue: -3% Changes stats: +2 Cun / +4 Con Changes resistances: +1% physical Changes damage: +9% acid Reduces incoming crit damage: 15.00% Physical save: +13 (+2 eff.) Mental save: +13 (+2 eff.) Maximum stamina: +15.00 A pair of boots made of leather. |
Demonsage the pair of hardened leather boots (7 def, 3 armour) Demonsage the pair of hardened leather boots (7 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+3 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 8 blight Changes resistances: +6% blight / +15% darkness / +3% lightning Changes resistances penetration: +5% lightning A pair of boots made of leather. |
Torchshear the pair of hardened leather boots (0 def, 3 armour) Torchshear the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes resistances: +3% lightning / +15% fire / +5% arcane Maximum encumbrance: +30 Physical save: +11 (+2 eff.) Blindness immunity: +20% Poison immunity: +10% Disease immunity: +10% Cut immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +15% A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Arcvile the pair of drakeskin leather boots (25 def, 5 armour) Arcvile the pair of drakeskin leather boots (25 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+9 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 lightning / 4 temporal Changes stats: +4 Cun / +4 Dex Changes resistances: +14% lightning / +27% temporal Changes resistances penetration: +10% lightning / +15% darkness Changes damage: +6% lightning / +9% temporal It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 35% chance to completely evade them and granting you 28 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Borihell the pair of drakeskin leather boots (4 def, 5 armour) Borihell the pair of drakeskin leather boots (4 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 12 blight Changes stats: +4 Str / +3 Mag / +4 Con Changes resistances: +9% temporal Maximum encumbrance: +45 Physical save: +30 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +15 (+2 eff.) Stun/Freeze immunity: +5% Knockback immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Charrace (0 def, 5 armour) Charrace (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 arcane / 12 fire Changes stats: +3 Str / +3 Mag / +8 Wil / +2 Cun Changes resistances penetration: +15% physical Changes damage: +9% blight Silence immunity: +35% Confusion immunity: +50% Stun/Freeze immunity: +50% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 15 turns. A pair of boots made of leather. |
Glittersmash (0 def, 5 armour) Glittersmash (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +8 Str / +4 Wil / +6 Cun / +13 Con Changes resistances: +9% temporal Changes damage: +9% light / +10% physical Physical save: +25 (+3 eff.) Mental save: +24 (+3 eff.) Infravision radius: +2 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Isleldamina (33 def, 5 armour) Isleldamina (33 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +33 (+11 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +1 Wil Changes resistances: +3% blight / +30% temporal / +30% darkness Changes resistances penetration: +5% blight / +20% temporal / +20% darkness / +5% mind Mental save: +39 (+5 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.12 Mindpower: +10 (+1 eff.) Mental crit. chance: +2% Defense after a teleport: +30 Resist all after a teleport: +10% New effects duration reduction after a teleport: +30% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 47 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Kindleweeper the pair of drakeskin leather boots (0 def, 5 armour) Kindleweeper the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 mind / 8 blight Changes stats: +8 Dex / +6 Mag / +6 Wil / +15 Lck Changes resistances: +3% fire Changes damage: +24% blight / +9% fire Stealth bonus: +15 Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.60 Maximum mana: +52.00 Spell crit. chance: +4% A pair of boots made of leather. |
Polugarewyn the pair of drakeskin leather boots (0 def, 7 armour) Polugarewyn the pair of drakeskin leather boots (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: -1% Damage when hit (Melee): 16 physical Changes stats: +20 Str / +1 Dex / +20 Con Changes resistances: +3% fire / +3% temporal / +6% cold Changes resistances penetration: +10% acid Changes damage: +6% acid / +18% physical Maximum encumbrance: +46 Physical save: +28 (+3 eff.) Silence immunity: +10% Size category: +2 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Salydanor the Daystalker (4 def, 5 armour) Salydanor the Daystalker (4 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +5% Changes stats: +8 Dex / +3 Mag / +4 Wil / +15 Lck Changes resistances: +6% blight / +9% light / +9% lightning Stealth bonus: +15 Physical save: +6 (+1 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Only die when reaching: -20.00 life It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 15 turns. A pair of boots made of leather. |
Shadequench (0 def, 15 armour) Shadequench (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -4% Damage when hit (Melee): 8 darkness Changes stats: +5 Str / +2 Mag / +1 Wil / +1 Cun / +4 Con Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +6% darkness Maximum encumbrance: +50 Physical save: +15 (+2 eff.) Infravision radius: +3 See invisible: +6 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Torerasus the Starworm (0 def, 5 armour) Torerasus the Starworm (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 light Changes stats: +4 Str / +8 Dex / +6 Wil / +10 Con / +12 Lck Changes resistances: +15% lightning / +15% cold Changes resistances penetration: +10% light / +10% physical Stealth bonus: +15 Confusion immunity: +15% Mindpower: +8 (+1 eff.) Light radius: +2 It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 42 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Umbrapower the pair of drakeskin leather boots (25 def, 5 armour) Umbrapower the pair of drakeskin leather boots (25 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +25 (+9 eff.) Fatigue: +5% Effects on melee hit: * 53% chance to inflict damage reduction Changes stats: +2 Str / +3 Dex / +1 Cun Changes resistances penetration: +13% physical Changes damage: +6% blight Silence immunity: +43% Confusion immunity: +49% Stun/Freeze immunity: +45% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 47 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Arulenn' (10 def, 5 armour) pair of drakeskin leather boots 'Arulenn' (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+4 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +3 Str / +4 Dex / +3 Mag / +4 Cun Changes resistances penetration: +5% arcane Reduces incoming crit damage: 10.00% Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +45% Maximum mana: +80.00 Infravision radius: +4 Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
pair of drakeskin leather boots 'Firesweeper' (0 def, 5 armour) pair of drakeskin leather boots 'Firesweeper' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +14 Str / +9 Wil / +20 Con Changes resistances: +3% fire Changes resistances penetration: +10% physical / +10% arcane / +10% mind Changes damage: +9% blight / +10% physical Spell save: +20 (+3 eff.) Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Mindpower: +9 (+1 eff.) Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots 'Glowrune' (0 def, 5 armour) pair of drakeskin leather boots 'Glowrune' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -3% Damage when hit (Melee): 16 light / 16 physical Changes stats: +1 Str / +8 Dex / +6 Cun / +5 Con / +15 Lck Changes resistances: +2% physical Changes damage: +12% physical Stealth bonus: +15 Physical save: +25 (+3 eff.) Mental save: +24 (+3 eff.) A pair of boots made of leather. |
pair of drakeskin leather boots 'Murkblast' (16 def, 5 armour) pair of drakeskin leather boots 'Murkblast' (16 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+6 eff.) Fatigue: -1% Damage when hit (Melee): 12 acid / 8 darkness / 12 nature Changes resistances: +18% nature / +3% darkness Changes resistances penetration: +10% nature Changes damage: +12% darkness Maximum encumbrance: +48 Physical save: +15 (+2 eff.) Silence immunity: +49% Confusion immunity: +50% Stun/Freeze immunity: +50% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 38 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Toxintrencher' (48 def, 5 armour) pair of drakeskin leather boots 'Toxintrencher' (48 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +48 (+16 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 20 nature Changes resistances: +29% darkness / +30% temporal / +15% mind / +6% nature Changes resistances penetration: +20% darkness / +20% temporal Changes damage: +6% nature / +3% mind Defense after a teleport: +28 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 47 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Chargeream the pair of iron boots (0 def, 3 armour) Chargeream the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -4% Effects on melee hit: * 30% chance to daze Changes resistances: +18% lightning / +27% fire / +3% nature Changes resistances penetration: +5% nature Changes damage: +9% lightning Maximum encumbrance: +23 Physical save: +7 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dawnvein the pair of dwarven-steel boots (0 def, 4 armour) Dawnvein the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 15% chance to blind Changes stats: +3 Con / +1 Mag Changes resistances: +11% lightning / +10% temporal / +18% light Mental save: +6 (+1 eff.) Maximum hate: +4.00 See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 289 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Nimbussorrow (0 def, 15 armour) Nimbussorrow (0 def, 15 armour)Requires: - Talent 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% Effects on melee hit: * 15% chance to daze Changes stats: +3 Dex / +9 Mag / +4 Wil / +6 Cun / +6 Con Changes resistances penetration: +10% blight / +5% arcane Physical save: +25 (+3 eff.) Mental save: +21 (+3 eff.) Maximum mana: +20.00 Infravision radius: +5 It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+1 eff.) It can be used to activate talent Spit Blight (costing 6 power out of 50/50) : Effective talent level: 3.0 Power cost: 6 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 305.66 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Xowe the Shimmersaw (20 def, 15 armour) Xowe the Shimmersaw (20 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +20 (+7 eff.) Fatigue: +4% Changes resistances penetration: +25% lightning / +5% nature Changes damage: +3% lightning Life regen: +5.50 Infravision radius: +2 Healing mod.: +24% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 47 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Gynor' (0 def, 15 armour) pair of voratun boots 'Gynor' (0 def, 15 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +15 Fatigue: +4% Damage when hit (Melee): 12 blight Changes stats: +6 Con / +6 Wil Changes resistances: +14% acid / +15% fire / +15% lightning / +15% cold Changes resistances penetration: +10% arcane / +25% physical Changes damage: +3% blight Mental save: +9 (+1 eff.) Equilibrium when hit: +0.12 Maximum hate: +6.00 Maximum psi: +20.00 Mindpower: +13 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Thunderwrack' (0 def, 5 armour) pair of voratun boots 'Thunderwrack' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 lightning Changes stats: +2 Str / +8 Mag / +5 Con Changes resistances: +3% darkness Changes damage: +10% acid / +6% lightning / +10% blight Physical save: +13 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Disease immunity: +50% Spellpower: +10 (+1 eff.) Light radius: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Xanynor' (10 def, 5 armour) pair of voratun boots 'Xanynor' (10 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+4 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 12 acid Changes stats: +8 Dex / +3 Mag / +5 Cun / +3 Con Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +20% darkness / +20% temporal Maximum life: +10.00 Light radius: +2 Defense after a teleport: +30 Resist all after a teleport: +16% New effects duration reduction after a teleport: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Braniran' (0 def, 1 armour) rough leather gloves 'Braniran' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +2 Physical power: +12 (+2 eff.) Armour: +1 Damage (Melee): 7 cold Changes stats: +3 Str / +1 Dex Changes resistances: +6% cold Changes damage: +5% cold When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 1). Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +7 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 15 power out of 24/24) : Effective talent level: 2.0 Power cost: 15 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 757.36 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 167% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Dimmalice the drakeskin leather gloves (0 def, 3 armour) Dimmalice the drakeskin leather gloves (0 def, 3 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 acid / 48 mind / 33 darkness Changes resistances: +15% acid / +9% darkness / +6% lightning / +9% mind / +3% light Changes resistances penetration: +20% darkness / +15% fire Changes damage: +11% mind / +10% acid Spell save: +6 (+1 eff.) Mental save: -5 (+0 eff.) Mindpower: +9 (+1 eff.) When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Reproach (10% chance level 5). Burst (radius 2) on crit: +15 mind / +14 acid It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisuwen the drakeskin leather gloves (0 def, 8 armour) Lisuwen the drakeskin leather gloves (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +15 Physical power: +4 (+1 eff.) Armour: +8 Changes stats: +9 Dex / +6 Mag / +9 Cun Changes damage: +10% arcane Maximum encumbrance: +30 Mental save: +15 (+2 eff.) Maximum life: +118.00 When used to modify unarmed attacks: Base power: 38.0 - 41.8 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 40% chance to corrode armour Damage Shield penetration (this weapon only): +30% Damage (Melee): +19 arcane Burst (radius 2) on crit: +15 arcane It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Phlegmbliss the drakeskin leather gloves (0 def, 9 armour) Phlegmbliss the drakeskin leather gloves (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +9 Effects on melee hit: * Slows global speed by 60% Changes stats: +6 Str / +6 Mag / +5 Cun Changes resistances: +12% nature / +9% fire / +10% light / +10% darkness Changes resistances penetration: +20% acid / +15% fire Changes damage: +3% fire Mental save: +13 (+2 eff.) Maximum life: +80.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 47.0 - 51.7 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +49 light / +43 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 291.51 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pitchburst the drakeskin leather gloves (0 def, 3 armour) Pitchburst the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +3 Damage (Melee): 15 blight Damage when hit (Melee): 8 darkness / 26 blight Changes stats: +4 Str / +11 Dex / +5 Cun Changes resistances: +10% blight Changes resistances penetration: +20% darkness Changes damage: +11% blight / +6% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +5 Physical crit. chance: +31.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). On weapon hit: * 20% chance to inflict damage reduction Damage (Melee): +8 arcane Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +11 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zerigar the Pitchglory (0 def, 8 armour) Zerigar the Pitchglory (0 def, 8 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +17 Armour: +8 Changes stats: +9 Cun / +8 Dex Spell save: +30 (+4 eff.) Mental save: +14 (+2 eff.) Life regen: +3.60 Stamina each turn: +1.60 Maximum life: +77.00 Maximum stamina: +37.00 When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +15 Physical crit. chance: +6.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Slumber (10% chance level 5). On weapon hit: * 30 arcane resource burn * 20% chance to inflict damage reduction It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Isenor' (10 def, 9 armour) drakeskin leather gloves 'Isenor' (10 def, 9 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Physical power: +20 (+3 eff.) Armour: +9 Defense: +10 (+4 eff.) Ranged Defense: +10 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +6 Str Changes resistances penetration: +15% physical Changes damage: +9% physical Critical mult.: +14.00% Reduces incoming crit damage: 10.00% Mental save: +14 (+2 eff.) Poison immunity: +10% Disarm immunity: +10% Teleport immunity: +20% Maximum life: +80.00 Spell crit. chance: +20% Mental crit. chance: +20% Healing mod.: +10% When used to modify unarmed attacks: Base power: 52.5 - 57.8 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +16.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Liseda' (0 def, 3 armour) drakeskin leather gloves 'Liseda' (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Effects on melee hit: * 30% chance to corrode armour Changes stats: +10 Str / +10 Dex / +3 Wil / +9 Cun Talent cooldown: Double Strike (-2 turns) Critical mult.: +6.00% Physical save: +29 (+3 eff.) Life regen: +3.90 Stamina each turn: +2.20 Maximum stamina: +37.00 Light radius: +2 See invisible: +3 Healing mod.: +20% When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +5 Physical crit. chance: +32.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Lustrepyre' (0 def, 3 armour) drakeskin leather gloves 'Lustrepyre' (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +12 Armour: +3 Changes stats: +7 Cun / +9 Dex Changes resistances: +3% light Changes resistances penetration: +5% arcane Changes damage: +6% temporal / +6% light / +3% arcane Life regen: +7.20 Stamina each turn: +3.30 Psi each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +40.00 Light radius: +1 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +14 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +8 blight / +16 temporal Burst (radius 2) on crit: +4 temporal It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Tempestwrecker' (0 def, 3 armour) drakeskin leather gloves 'Tempestwrecker' (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 15% chance to daze Damage (Melee): 15 cold Changes stats: +3 Dex / +9 Con Changes resistances: +10% cold Changes damage: +11% cold Reduces incoming crit damage: 15.00% Physical save: +24 (+3 eff.) Spell save: +9 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +42% Life regen: +4.00 Stamina each turn: +3.20 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 60% chance to corrode armour Damage (Melee): +4 lightning / +15 physical Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +15 ice Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. |
Dawnwend (0 def, 7 armour) Dawnwend (0 def, 7 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Changes resistances: +3% blight / +6% arcane / +3% mind Changes damage: +6% darkness / +3% light Spell save: +20 (+3 eff.) Silence immunity: +10% Life regen: +1.60 Stamina each turn: +0.70 Maximum stamina: +16.00 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 1). On weapon hit: * 20% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
Blazenull the dwarven-steel gauntlets (0 def, 2 armour) Blazenull the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical power: +14 (+2 eff.) Armour: +2 Damage (Melee): 5 acid Changes stats: +2 Str Changes resistances: +6% acid / +6% light / +7% blight Changes damage: +4% acid / +3% lightning Spell save: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * Slows global speed by 11% * 13% chance to corrode armour Damage (Melee): +12 light Burst (radius 2) on crit: +5 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Glintmaim (0 def, 2 armour) Glintmaim (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 lightning Changes stats: +2 Cun / +1 Wil Changes resistances: +7% lightning Changes damage: +8% lightning Light radius: +2 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 lightning / +4 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 30% Cun, 30% Wil, 60% Mag, 30% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 125% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 10 power out of 16/16) : Effective talent level: 3.0 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 226.54 to 679.62 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
dwarven-steel gauntlets 'Blindparry' (0 def, 2 armour) dwarven-steel gauntlets 'Blindparry' (0 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to inflict damage reduction Effects when hit in melee: * 26% chance to reduce powers by 20% * 25 arcane resource burn Damage when hit (Melee): 4 mind Changes resistances: +6% mind / +9% light Spell save: +19 (+3 eff.) Blindness immunity: +5% When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% On weapon hit: * 27% chance to reduce powers by 20% * 23 arcane resource burn Damage (Melee): +16 light Burst (radius 2) on crit: +8 darkness / +4 mind Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Pyrebender' (0 def, 2 armour) dwarven-steel gauntlets 'Pyrebender' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 14 darkness Damage when hit (Melee): 16 acid / 12 fire Changes resistances: +11% darkness Changes damage: +8% darkness When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% On weapon hit: * 10% chance to inflict damage reduction Damage (Melee): +8 acid Burst (radius 2) on crit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Emelutira the Nightwar (0 def, 13 armour) Emelutira the Nightwar (0 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +2 Armour: +13 Damage (Melee): 14 physical / 14 fire Damage when hit (Melee): 4 darkness Changes stats: +6 Con Changes resistances: +2% physical / +10% fire Changes resistances penetration: +20% darkness Changes damage: +11% fire / +11% physical Reduces incoming crit damage: 20.00% Physical save: +24 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +41% When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +12.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +29 physical Burst (radius 1) on hit: +10 physical Burst (radius 2) on crit: +15 fire / +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Scorpionclamor (0 def, 3 armour) Scorpionclamor (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Damage (Melee): 14 mind Changes stats: +10 Str / +5 Dex / +5 Cun / +1 Con Changes resistances: +12% nature / +6% darkness / +10% mind Changes resistances penetration: +5% nature Changes damage: +11% mind Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Infravision radius: +2 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). Burst (radius 2) on crit: +15 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Tyhir the Goreparry (0 def, 3 armour) Tyhir the Goreparry (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +10 Str / +9 Wil / +10 Con Changes resistances: +6% acid / +9% lightning / +6% nature / +6% arcane Talent mastery: +0.40 Technique / Grappling Disarm immunity: +96% Confusion immunity: +10% Knockback immunity: +10% Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +34.00 When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Slumber (10% chance level 5). Damage (Melee): +12 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Voidrigor the voratun gauntlets (0 def, 28 armour) Voidrigor the voratun gauntlets (0 def, 28 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +28 Armour Hardiness: +15% Damage (Melee): 19 light Damage when hit (Melee): 8 darkness Changes stats: +3 Dex / +20 Con Changes resistances: +11% physical / +12% light / +6% temporal Changes damage: +11% light Physical save: +36 (+4 eff.) Spell save: +8 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +50% Knockback immunity: +5% When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 5). On weapon hit: * 15% chance to blind Damage Shield penetration (this weapon only): +30% Damage (Melee): +27 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Dourbiter' (0 def, 23 armour) voratun gauntlets 'Dourbiter' (0 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +16 (+2 eff.) Armour: +23 Armour Hardiness: +15% Changes stats: +6 Str / +6 Mag / +5 Cun / +15 Con Changes resistances: +3% fire / +11% physical / +10% light / +10% darkness Changes resistances penetration: +5% physical Maximum encumbrance: +20 Physical save: +10 (+1 eff.) Infravision radius: +2 Healing mod.: +10% When used to modify unarmed attacks: Base power: 40.0 - 56.0 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Stone Touch (5% chance level 5). Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +50 light / +48 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 291.51 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Silosewen' (0 def, 3 armour) voratun gauntlets 'Silosewen' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to disease Changes stats: +5 Str / +6 Mag / +6 Wil / +5 Cun / +5 Con Changes resistances: +9% blight / +3% temporal / +10% light / +10% darkness Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +33.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +16 blight / +50 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 291.51 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Fireterror' (1 def, 0 armour) linen wizard hat 'Fireterror' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +4 Wil Changes resistances: +12% acid / +15% fire Changes damage: +9% acid Physical save: +7 (+1 eff.) Life regen: +0.40 A pointy cloth hat, very wizardly... |
Betomira the elven-silk wizard hat (3 def, 12 armour) Betomira the elven-silk wizard hat (3 def, 12 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +12 Defense: +3 (+1 eff.) Changes stats: +1 Mag / +12 Con Changes resistances penetration: +5% arcane Grants telepathy: Dragon Humanoid/Orc Life regen: +0.40 Mana each turn: +3.00 Mana when hit: +1.90 Maximum mana: +100.00 Spellpower: +10 (+1 eff.) See invisible: +9 Healing mod.: +25% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Plaguefear the elven-silk wizard hat (3 def, 0 armour) Plaguefear the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 53% Damage when hit (Melee): 4 lightning Changes stats: +7 Mag / +7 Wil Changes resistances: +20% temporal Changes resistances penetration: +5% lightning / +5% physical Changes damage: +3% nature / +20% temporal Physical save: +6 (+1 eff.) Life regen: +0.40 Mana each turn: +3.00 Mana when hit: +1.90 Maximum mana: +108.00 Maximum stamina: +10.00 Spellpower: +13 (+2 eff.) Healing mod.: +10% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 25 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Blastvengeance' (3 def, 0 armour) elven-silk wizard hat 'Blastvengeance' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -6% Effects on melee hit: * 15% chance to daze Changes stats: +2 Mag Changes resistances: +16% lightning / +16% temporal / +43% light / +16% fire / +15% nature / +16% acid / +2% physical / +16% blight / +16% cold / +14% darkness Changes damage: +19% light Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 20.00% Stamina each turn: +0.20 See invisible: +12 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Bloomdream' (3 def, 0 armour) elven-silk wizard hat 'Bloomdream' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 nature Changes stats: +12 Cun / +14 Wil Changes resistances: +30% acid Changes resistances penetration: +25% arcane Changes damage: +23% acid / +3% nature Mindpower: +12 (+1 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Oaksteel' (3 def, 0 armour) elven-silk wizard hat 'Oaksteel' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Dex / +12 Mag / +10 Con Changes resistances: +6% nature / +3% acid Changes resistances penetration: +5% nature Changes damage: +20% arcane / +6% acid Mana each turn: +3.40 Mana when hit: +3.00 Maximum mana: +110.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +6% Light radius: +3 It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Splendourviper' (3 def, 0 armour) elven-silk wizard hat 'Splendourviper' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 blight Changes stats: +5 Cun / +4 Wil Changes resistances: +12% lightning / +21% cold / +9% light / +9% temporal Changes damage: +9% blight / +14% cold Mental save: +10 (+1 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 951 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Runidohir the Bleakmoon (0 def, 1 armour) Runidohir the Bleakmoon (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 45% chance to inflict damage reduction Changes stats: +2 Wil Changes resistances: +7% fire / +6% darkness / +7% cold Changes resistances penetration: +5% darkness Changes damage: +3% darkness Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Maximum psi: +20.00 Mindpower: +4 (+0 eff.) A cap made of leather. |
Bilewreath the hardened leather cap (0 def, 7 armour) Bilewreath the hardened leather cap (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 4 nature Changes stats: +1 Cun / +1 Wil Changes resistances: +6% darkness Changes damage: +12% nature Grants telepathy: Dragon Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mental crit. chance: +3% Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +10 A cap made of leather. |
Glorewe the hardened leather cap (0 def, 3 armour) Glorewe the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Con Changes resistances: +3% blight Changes resistances penetration: +10% blight / +15% mind Physical save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Mindpower: +12 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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. |
Manezor the Magmacrypt (0 def, 6 armour) Manezor the Magmacrypt (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 8 temporal Changes stats: +6 Con Changes resistances: +10% blight / +6% fire / +9% darkness Changes resistances penetration: +10% temporal Changes damage: +12% fire Spell save: +7 (+1 eff.) Mental save: +10 (+1 eff.) Infravision radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
Porewyn the Stormtickler (2 def, 0 armour) Porewyn the Stormtickler (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +7 Cun / +3 Con Changes resistances: +4% physical Changes resistances penetration: +10% physical Critical mult.: +6.00% Physical save: +20 (+3 eff.) Mental save: +11 (+2 eff.) Stamina each turn: +0.20 Healing mod.: +5% A pointy cloth hat, very wizardly... |
Tulykan (2 def, 0 armour) Tulykan (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +4 Mag Changes resistances: +18% darkness Changes resistances penetration: +15% blight Changes damage: +12% darkness Reduces incoming crit damage: 15.00% Spell save: +7 (+1 eff.) Mana each turn: +0.12 Spellpower: +3 (+0 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Venommarrow (2 def, 0 armour) Venommarrow (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 45% * 45% chance to inflict damage reduction Damage when hit (Melee): 16 nature / 8 darkness / 12 mind Changes resistances: +3% mind Changes damage: +9% nature Psi each turn: +0.28 Mindpower: +5 (+0 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Zandur (2 def, 0 armour) Zandur (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +4 Cun / +5 Wil Changes resistances: +19% nature / +19% acid Changes damage: +13% nature / +13% acid Mental save: +13 (+2 eff.) Confusion immunity: -20% Fear immunity: -20% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Mental crit. chance: +5% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 951 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Aerogabrevena the Sootborn (3 def, 0 armour) Aerogabrevena the Sootborn (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 53% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +30% light / +3% blight Changes resistances penetration: +10% blight / +10% darkness Changes damage: +20% light / +9% darkness Life regen: +10.90 Damage Shield Power: +30% A pointy cloth hat, very wizardly... |
Ce'Nutira the drakeskin leather cap (0 def, 5 armour) Ce'Nutira the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +10 Dex / +10 Wil Changes resistances: +9% acid / +6% temporal / +24% darkness / +12% blight / +15% nature Changes resistances penetration: +10% blight Reduces incoming crit damage: 10.00% Physical save: +30 (+4 eff.) Spell save: +16 (+2 eff.) Mental save: +45 (+5 eff.) Poison immunity: +10% Silence immunity: +20% Maximum life: +110.00 Infravision radius: +8 Healing mod.: +30% A cap made of leather. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Elilralle (8 def, 14 armour) Elilralle (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +5 Str / +8 Dex / +1 Wil Changes resistances: +6% arcane / +7% all Changes resistances penetration: +10% mind Physical save: +15 (+2 eff.) Spell save: +12 (+2 eff.) Maximum vim: +20.00 Spellpower: +2 (+0 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1559.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Flashraider (3 def, 0 armour) Flashraider (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +28% cold / +31% fire Changes damage: +26% fire / +19% cold / +6% physical Maximum encumbrance: +20 Physical save: +9 (+1 eff.) Stamina each turn: +0.80 Mindpower: +6 (+0 eff.) A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+3 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Pitchshaper the drakeskin leather cap (0 def, 5 armour) Pitchshaper the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 20 darkness Changes stats: +5 Dex Changes resistances: +15% acid / +15% temporal / +33% darkness / +9% light / +13% fire / +13% cold / +30% lightning Changes resistances penetration: +5% fire Changes damage: +6% light / +9% fire Infravision radius: +8 A cap made of leather. |
Stormrigor the drakeskin leather cap (0 def, 5 armour) Stormrigor the drakeskin leather cap (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +5 Wil / +5 Cun / +6 Con Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +15% arcane / +15% temporal Changes damage: +9% lightning / +3% temporal / +6% arcane Physical save: +36 (+4 eff.) Mental save: +15 (+2 eff.) Mindpower: +6 (+0 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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. |
Sunquench (9 def, 5 armour) Sunquench (9 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +5 Defense: +9 (+4 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to blind Effects when hit in melee: * 17% chance to gain 10% of a turn Damage when hit (Melee): 16 light / 4 temporal Changes stats: +8 Str / +9 Dex / +9 Cun Changes resistances penetration: +20% temporal Changes damage: +3% light Physical save: +18 (+2 eff.) A cap made of leather. |
drakeskin leather cap 'Halyyahad' (0 def, 11 armour) drakeskin leather cap 'Halyyahad' (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +11 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +3 Str / +2 Cun / +4 Con Changes resistances: +6% acid / +22% cold Changes damage: +6% acid Grants telepathy: Humanoid/Orc Allows you to breathe in: water Equilibrium when hit: +0.12 Maximum psi: +66.00 Infravision radius: +4 A cap made of leather. |
Weepbrace (0 def, 4 armour) Weepbrace (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes resistances: +5% arcane Changes resistances penetration: +5% nature Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eiliniriatira the dwarven-steel helm (0 def, 4 armour) Eiliniriatira the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% nature / +8% blight Critical mult.: +6.00% Only die when reaching: -20.00 life Maximum life: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Infernowinnow (0 def, 4 armour) Infernowinnow (0 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Con Changes resistances: +6% acid / +12% temporal / +3% darkness / +10% blight / +11% nature Changes damage: +6% fire Spell save: +10 (+2 eff.) Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Morningshaper' (0 def, 4 armour) dwarven-steel helm 'Morningshaper' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 acid Changes stats: +7 Str Changes resistances: +6% light / +3% darkness Changes resistances penetration: +15% acid / +5% light / +5% darkness Changes damage: +3% light / +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Berelemas the voratun helm (0 def, 5 armour) Berelemas the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun / +15 Con Changes resistances: +24% lightning / +14% temporal / -40% light / +15% fire Spell save: +20 (+3 eff.) Blindness immunity: +10% Disarm immunity: +15% Life regen: +4.60 Vim when firing critical spell: +4.00 Spellpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blackbane (0 def, 5 armour) Blackbane (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +11 Dex / +5 Cun / +5 Con Changes resistances: +3% physical / -40% light / +25% mind Changes resistances penetration: +15% darkness Changes damage: +6% light Maximum encumbrance: +20 Physical save: +25 (+3 eff.) Mental save: +27 (+3 eff.) Confusion immunity: +50% Life regen: +7.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloudquick the voratun helm (0 def, 11 armour) Cloudquick the voratun helm (0 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +10 Dex / +6 Mag / +8 Wil Changes resistances: +9% acid / +9% cold / +25% darkness / +6% blight Changes damage: +19% blight / +18% arcane Physical save: +25 (+3 eff.) Spell save: +20 (+3 eff.) Mental save: +18 (+2 eff.) Poison immunity: +10% Cut immunity: +10% Pinning immunity: +15% Spell crit. chance: +5% Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Duramnir (8 def, 14 armour) Duramnir (8 def, 14 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +5 Dex / +2 Wil / +5 Cun / +10 Con Changes resistances: +7% all Changes damage: +6% acid / +6% mind Critical mult.: +15.00% Physical save: +15 (+2 eff.) Spell save: +20 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +30.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Murkflash (8 def, 14 armour) Murkflash (8 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+3 eff.) Fatigue: -1% Damage when hit (Melee): 8 darkness Changes stats: +5 Cun / +5 Wil Changes resistances: +3% temporal / +20% darkness / +9% cold / +26% light / +6% all Physical save: +15 (+2 eff.) Mental save: +30 (+4 eff.) Teleport immunity: +20% Stamina each turn: +0.40 Mindpower: +6 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Noonkill the voratun helm (0 def, 5 armour) Noonkill the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +14 Str / +8 Dex / +1 Mag / +15 Con Changes resistances: +3% light Changes resistances penetration: +20% arcane Changes damage: +12% blight Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Deepsvault' (0 def, 5 armour) voratun helm 'Deepsvault' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 8 acid / 8 nature / 12 darkness Changes stats: +5 Str / +5 Con Changes resistances: +30% lightning / +15% temporal / +6% darkness / +15% fire / +14% cold / +21% acid Changes resistances penetration: +5% acid / +15% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Islimina' (0 def, 5 armour) voratun helm 'Islimina' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane / 10 physical Changes stats: +9 Str / +3 Dex / +10 Wil Changes resistances: +14% blight Changes damage: +3% physical Mental save: +15 (+2 eff.) Stamina when hit: +2.90 Equilibrium when hit: +2.90 Maximum stamina: +15.00 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1559.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Nerabeth' (0 def, 5 armour) voratun helm 'Nerabeth' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +24 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +21 Str / +19 Wil Changes resistances: +9% temporal / +25% physical Maximum encumbrance: +50 Physical save: +28 (+3 eff.) Mental save: +15 (+2 eff.) Only die when reaching: -80.00 life Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
14 agate 14 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 aquamarine 15 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 topaz 27 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst 11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx 12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 emerald 16 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 sapphire 13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 jade 11 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 turquoise 13 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 ruby 15 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 amber 20 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 bloodstone 7 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 diamond 8 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
428 alchemist agate 428 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. |
75 alchemist bloodstone 75 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Belinne the brass lantern Belinne the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str / +2 Dex / +2 Wil Changes resistances: +6% arcane Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+1 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +6% Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Sunmoon the brass lantern Sunmoon the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 8 fire Changes resistances: +3% nature / +6% fire Changes resistances penetration: +15% mind Physical save: +6 (+1 eff.) Blindness immunity: +15% Only die when reaching: -20.00 life Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Berumnir' brass lantern 'Berumnir'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +2% physical / +3% blight / +6% fire / +3% mind / +6% arcane Mental save: +7 (+1 eff.) Stun/Freeze immunity: +15% Light radius: +2 See stealth: +9 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lantern ethereal brass lanternPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Spellpower: +5 (+1 eff.) Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Zubudalle ZubudalleInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +3% all Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Spell save: +7 (+1 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum life: +43.00 Light radius: -7 Infravision radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Lelyrin' alchemist's lamp 'Lelyrin'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +12 (+2 eff.) Changes stats: +12 Wil Changes resistances: +3% acid / +2% physical / +5% arcane Changes damage: +7% mind Critical mult.: +24.00% Spell save: +3 (+1 eff.) Maximum psi: +30.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Moldspawner MoldspawnerInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +20 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 4 arcane Changes stats: +14 Wil Changes resistances: +12% fire Changes resistances penetration: +10% nature Changes damage: +9% nature Critical mult.: +40.00% Physical save: +20 (+3 eff.) Spell save: +9 (+1 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +5% Stun/Freeze immunity: +25% Teleport immunity: +10% Light radius: +4 See stealth: +22 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 135.59 cold damage and 144.76 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (135 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 60 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Arathra the dwarven-steel pickaxe (dig speed 28 turns) Arathra the dwarven-steel pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +10 Str / +3 Cun / +2 Con Changes resistances penetration: +10% acid / +15% mind Changes damage: +6% mind Mental save: +3 (+1 eff.) Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Harylalendur' (dig speed 14 turns) voratun pickaxe 'Harylalendur' (dig speed 14 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: +11.0% Fatigue: -10% Changes stats: +17 Str / +6 Wil Changes damage: +12% physical Reduces incoming crit damage: 15.00% Maximum life: +30.00 Lowers spell cool-downs by: 10% Mental crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 6 power out of 9/9) : Effective talent level: 2.0 Power cost: 6 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 663.03 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+5 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)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 1209.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Glintglean the iron torque of charged psionic shield [power 29] (12 cooldown) Glintglean the iron torque of charged psionic shield [power 29] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Con / +3 Mag Changes resistances: +15% nature / +12% light Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +6% light Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 29 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Deepsripper [power 145] (4 cooldown) Deepsripper [power 145] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 45% chance to inflict damage reduction Damage when hit (Melee): 4 acid Changes resistances: +12% blight / +6% cold / +3% temporal Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to fire a blast of psionic energies in a range 9 beam dealing 79.03 to 158.05 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Aerinne the Fogquell [power 75] (9 cooldown) Aerinne the Fogquell [power 75] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Mag Changes resistances: +5% arcane / +2% physical Maximum wards: +2 physical / +5 mind / +5 darkness Changes resistances penetration: +5% darkness Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +5 Telekinetic Blast +1 Ward Maximum encumbrance: +10 Only die when reaching: -20.00 life Healing mod.: +20% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 75 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Oakream the stralite torque of kinetic psionic shield [power 131] (12 cooldown) Oakream the stralite torque of kinetic psionic shield [power 131] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 15% chance to daze Damage when hit (Melee): 12 nature Changes resistances: +6% darkness Changes resistances penetration: +15% lightning / +10% nature Changes damage: +6% darkness Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Brandborn' [power 125] (12 cooldown) stralite torque of thermal psionic shield 'Brandborn' [power 125] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% acid / +6% cold / +3% mind Changes resistances penetration: +20% fire Changes damage: +6% mind It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 125 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Viperraider' [power 227] (18 cooldown) stralite torque of thermal psionic shield 'Viperraider' [power 227] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% arcane Changes resistances penetration: +10% nature Changes damage: +18% temporal Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +4 Telekinetic Blast +5 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 227 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Airparry [power 173] (12 cooldown) Airparry [power 173] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +4 Wil / +1 Cun / +3 Con Changes resistances penetration: +10% lightning / +10% arcane Changes damage: +6% arcane Grants telepathy: Dragon Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +4 Telekinetic Blast +5 Silence 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 12 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
Blindedge [power 89] (27 cooldown) Blindedge [power 89] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% blight Changes resistances penetration: +10% blight / +25% light Changes damage: +12% blight Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +8 Telekinetic Blast It can be used to teleport randomly (rad 89), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Coalmaster [power 273] (20 cooldown) Coalmaster [power 273] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness / 4 fire Changes stats: +1 Dex / +4 Con Changes resistances: +12% darkness Changes damage: +3% darkness Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence See invisible: +15 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 273 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 19 hate. Torques are made by powerful psionics to store psionic powers. |
Eclipsewreath [power 10] (13 cooldown) Eclipsewreath [power 10] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +6% mind / +18% temporal Changes resistances penetration: +10% blight / +5% temporal Changes damage: +21% darkness / +6% blight It can be used to absorb and nullify at most 10 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 28 psi. Torques are made by powerful psionics to store psionic powers. |
Manuromileg the voratun torque of kinetic psionic shield [power 143] (12 cooldown) Manuromileg the voratun torque of kinetic psionic shield [power 143] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Changes stats: +2 Con Changes resistances: +2% physical Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +15% mind Talent cooldown: Silence (+10 turn) Talents granted: +1 Ward +10 Silence Life regen: +0.40 Only die when reaching: -20.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 143 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield 'Cracklemonster' [power 301] (19 cooldown) voratun torque of thermal psionic shield 'Cracklemonster' [power 301] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze Changes stats: +3 Con Changes resistances penetration: +5% arcane / +5% lightning Changes damage: +3% arcane Grants telepathy: Dragon Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence Spell save: +10 (+2 eff.) Spellpower: +8 (+1 eff.) Spell crit. chance: +1% Damage Shield penetration: +30% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 301 for 7 turns, putting all charms on cooldown for 19 turns. When used: 100% chance to regenerate 21 psi. Torques are made by powerful psionics to store psionic powers. |
Glimmerpain the ash totem of cure ailments [power 2] (6 cooldown) Glimmerpain the ash totem of cure ailments [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +6% light Changes resistances penetration: +10% mind Changes damage: +9% mind Critical mult.: +10.00% Mental save: +30 (+4 eff.) Psi when hit: +0.04 Maximum hate: +6.00 It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Grinezor the elven-wood totem of thorny skin [power 93] (18 cooldown) Grinezor the elven-wood totem of thorny skin [power 93] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Mag Changes resistances: +3% blight Maximum wards: +3 acid / +2 nature / +2 light Changes damage: +6% blight Talents granted: +1 Ward +1 Lay Web Critical mult.: +5.00% Maximum mana: +40.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to harden the skin for 7 turns increasing armour by 93 and armour hardiness by 60%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+1 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Stormmark [power 69] (12 cooldown) Stormmark [power 69] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Ranged Defense: +8 (+1 eff.) Changes resistances: +3% physical / +3% darkness / +6% temporal Changes resistances penetration: +10% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Physical save: +10 (+1 eff.) Disarm immunity: +15% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of cure ailments 'Torodir' [power 4] (6 cooldown) elven-wood totem of cure ailments 'Torodir' [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +18% fire / +4% physical Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws Physical save: +30 (+4 eff.) Blindness immunity: +15% Knockback immunity: +15% It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
Beluta [power 5] (6 cooldown) Beluta [power 5] (6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Wil Maximum wards: +5 acid / +5 nature / +5 light Changes damage: +9% mind Talents granted: +1 Ward +10 Lay Web Spell save: +10 (+2 eff.) Mana when firing critical spell: +3.00 Damage Shield penetration: +66% It can be used to remove up to 5 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Cyryleth the dragonbone totem of cure ailments [power 8] (11 cooldown) Cyryleth the dragonbone totem of cure ailments [power 8] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +5% arcane / +20% blight Talents granted: +1 Ward +5 Lay Web Spell save: +9 (+1 eff.) Mana when firing critical spell: +3.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +1% Damage Shield penetration: +40% It can be used to remove up to 8 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Lavanight [power 143] (18 cooldown) Lavanight [power 143] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 12 physical / 12 fire Changes resistances: +6% fire Maximum wards: +3 acid / +4 nature / +5 light Changes resistances penetration: +10% fire Talents granted: +5 Rushing Claws +1 Ward Maximum life: +10.00 Maximum stamina: +25.00 It can be used to harden the skin for 7 turns increasing armour by 143 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+3 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Toralerion the dragonbone totem of thorny skin [power 52] (8 cooldown) Toralerion the dragonbone totem of thorny skin [power 52] (8 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% mind / +6% blight Maximum wards: +9 acid / +10 nature / +7 light Changes resistances penetration: +5% acid / +20% mind / +5% blight Changes damage: +6% mind Talent granted: +2 Ward It can be used to harden the skin for 7 turns increasing armour by 52 and armour hardiness by 70%, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure ailments 'Islunn' [power 9] (13 cooldown) dragonbone totem of cure ailments 'Islunn' [power 9] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +1 Changes stats: +3 Dex Changes resistances: +2% physical Changes resistances penetration: +10% arcane Talent granted: +4 Rushing Claws Maximum encumbrance: +10 Mental save: +3 (+1 eff.) Only die when reaching: -60.00 life Maximum life: +20.00 Mental crit. chance: +1% It can be used to remove up to 9 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Layykira' [power 85] (12 cooldown) dragonbone totem of thorny skin 'Layykira' [power 85] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Fatigue: -4% Changes resistances: +6% fire Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +10% physical Changes damage: +6% physical Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Mental save: +9 (+1 eff.) Cut immunity: +25% Disarm immunity: +15% Stun/Freeze immunity: +10% It can be used to harden the skin for 7 turns increasing armour by 85 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Samodusta' [power 70] (12 cooldown) dragonbone totem of thorny skin 'Samodusta' [power 70] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +6% nature / +6% lightning Talents granted: +8 Lay Web +5 Rushing Claws Mental save: +28 (+3 eff.) Blindness immunity: +20% Only die when reaching: -20.00 life It can be used to harden the skin for 7 turns increasing armour by 70 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Mayiwe the Burnsaw [power 137] (4 cooldown) Mayiwe the Burnsaw [power 137] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +3% fire Physical save: +12 (+2 eff.) Spell save: +3 (+1 eff.) Only die when reaching: -40.00 life Defense after a teleport: +20 Resist all after a teleport: +10% New effects duration reduction after a teleport: +33% It can be used to creates a wall of flames lasting 4 turns (dealing 293 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Lelarorath' [power 151] (6 cooldown) ash wand of conjuration 'Lelarorath' [power 151] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +6% light / +3% cold Talent granted: +3 Strike Spell save: +3 (+1 eff.) Mental save: +6 (+1 eff.) It can be used to fire a bolt of a random element with (base) damage 76 to 151, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glowscar the elven-wood wand of firewall [power 257] (4 cooldown) Glowscar the elven-wood wand of firewall [power 257] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +15% fire Cut immunity: +40% Pinning immunity: +10% Light radius: +2 It can be used to creates a wall of flames lasting 4 turns (dealing 550 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 7 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of conjuration 'Forestpiety' [power 409] (6 cooldown) elven-wood wand of conjuration 'Forestpiety' [power 409] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 8 nature / 12 light Changes resistances: +18% nature Changes resistances penetration: +5% nature Changes damage: +9% nature / +6% light It can be used to fire a bolt of a random element with (base) damage 204 to 409, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ce'Nana [power 11] (3 cooldown) Ce'Nana [power 11] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 12 arcane / 4 temporal Changes resistances penetration: +20% mind Changes damage: +9% arcane / +3% temporal Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Strike +4 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 11, power 80 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Sunblack the dragonbone wand of conjuration [power 451] (6 cooldown) Sunblack the dragonbone wand of conjuration [power 451] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +7% arcane Maximum wards: +4 lightning / +5 temporal / +5 blight / +4 fire / +5 cold Changes damage: +3% light / +6% temporal Talents granted: +1 Ward +8 Volcano Light radius: +2 It can be used to fire a bolt of a random element with (base) damage 226 to 451, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 382.95 temporal and 410.70 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By hik the Homosuperior Adventurer level 45
54th Dusk 123rd year of Ascendancy at 03:33 see stats
By hik the Homosuperior Adventurer level 20
41st Dusk 122nd year of Ascendancy at 02:26 see stats
By hik the Homosuperior Adventurer level 45
51st Dusk 123rd year of Ascendancy at 14:23 see stats
By hik the Homosuperior Adventurer level 50
1st Haze 123rd year of Ascendancy at 21:33 see stats
By hik the Homosuperior Adventurer level 50
5th Pyre 124th year of Ascendancy at 18:26 see stats
By hik the Homosuperior Adventurer level 50
15th Dusk 124th year of Ascendancy at 18:58 see stats
By hik the Homosuperior Adventurer level 50
36th Haze 124th year of Ascendancy at 15:43 see stats
By hik the Homosuperior Adventurer level 50
36th Haze 124th year of Ascendancy at 15:41 see stats
By hik the Homosuperior Adventurer level 48
1st Time of Equilibrium 123rd year of Ascendancy at 21:52 see stats
By hik the Homosuperior Adventurer level 50
53rd Pyre 124th year of Ascendancy at 07:33 see stats
By hik the Homosuperior Adventurer level 50
38th Regrowth 125th year of Ascendancy at 01:43 see stats
By hik the Homosuperior Adventurer level 8
4th Dusk 122nd year of Ascendancy at 13:51 see stats
By hik the Homosuperior Adventurer level 50
4th Pyre 124th year of Ascendancy at 21:56 see stats
By hik the Homosuperior Adventurer level 47
58th Dusk 123rd year of Ascendancy at 04:03 see stats
By hik the Homosuperior Adventurer level 37
50th Pyre 123rd year of Ascendancy at 02:48 see stats
By hik the Homosuperior Adventurer level 9
34th Dusk 122nd year of Ascendancy at 15:15 see stats
By hik the Homosuperior Adventurer level 50
48th Pyre 124th year of Ascendancy at 20:27 see stats
By hik the Homosuperior Adventurer level 50
57th Regrowth 124th year of Ascendancy at 15:33 see stats
By hik the Homosuperior Adventurer level 29
6th Regrowth 123rd year of Ascendancy at 17:17 see stats
By hik the Homosuperior Adventurer level 41
2nd Summertide 123rd year of Ascendancy at 10:52 see stats
By hik the Homosuperior Adventurer level 8
4th Dusk 122nd year of Ascendancy at 13:51 see stats
By hik the Homosuperior Adventurer level 50
5th Pyre 124th year of Ascendancy at 19:00 see stats
By hik the Homosuperior Adventurer level 50
48th Pyre 124th year of Ascendancy at 07:48 see stats
By hik the Homosuperior Adventurer level 50
4th Pyre 124th year of Ascendancy at 20:49 see stats
By hik the Homosuperior Adventurer level 50
60th Regrowth 124th year of Ascendancy at 14:07 see stats
By hik the Homosuperior Adventurer level 31
19th Pyre 123rd year of Ascendancy at 12:28 see stats
By hik the Homosuperior Adventurer level 20
41st Dusk 122nd year of Ascendancy at 02:16 see stats
By hik the Homosuperior Adventurer level 50
5th Pyre 124th year of Ascendancy at 18:54 see stats
By hik the Homosuperior Adventurer level 38
51st Pyre 123rd year of Ascendancy at 05:40 see stats
By hik the Homosuperior Adventurer level 10
35th Dusk 122nd year of Ascendancy at 02:05 see stats
By hik the Homosuperior Adventurer level 20
41st Dusk 122nd year of Ascendancy at 02:11 see stats
By hik the Homosuperior Adventurer level 30
55th Regrowth 123rd year of Ascendancy at 11:44 see stats
By hik the Homosuperior Adventurer level 40
1st Mirth 123rd year of Ascendancy at 02:09 see stats
By hik the Homosuperior Adventurer level 50
1st Haze 123rd year of Ascendancy at 21:21 see stats
By hik the Homosuperior Adventurer level 36
48th Pyre 123rd year of Ascendancy at 07:16 see stats
By hik the Homosuperior Adventurer level 36
48th Pyre 123rd year of Ascendancy at 20:40 see stats
By hik the Homosuperior Adventurer level 50
48th Pyre 124th year of Ascendancy at 20:27 see stats
By hik the Homosuperior Adventurer level 38
51st Pyre 123rd year of Ascendancy at 05:48 see stats
By hik the Homosuperior Adventurer level 50
6th Pyre 124th year of Ascendancy at 00:31 see stats
By hik the Homosuperior Adventurer level 50
61st Haze 123rd year of Ascendancy at 10:04 see stats
By hik the Homosuperior Adventurer level 33
46th Pyre 123rd year of Ascendancy at 14:25 see stats
By hik the Homosuperior Adventurer level 50
22nd Dusk 124th year of Ascendancy at 15:13 see stats
By hik the Homosuperior Adventurer level 50
2nd Allure 124th year of Ascendancy at 11:37 see stats
By hik the Homosuperior Adventurer level 33
46th Pyre 123rd year of Ascendancy at 12:01 see stats
By hik the Homosuperior Adventurer level 18
41st Dusk 122nd year of Ascendancy at 00:14 see stats
By hik the Homosuperior Adventurer level 47
58th Dusk 123rd year of Ascendancy at 04:03 see stats
By hik the Homosuperior Adventurer level 35
47th Pyre 123rd year of Ascendancy at 16:30 see stats
By hik the Homosuperior Adventurer level 33
46th Pyre 123rd year of Ascendancy at 14:58 see stats
By hik the Homosuperior Adventurer level 50
48th Pyre 124th year of Ascendancy at 20:27 see stats
By hik the Homosuperior Adventurer level 20
41st Dusk 122nd year of Ascendancy at 02:26 see stats
By hik the Homosuperior Adventurer level 4
75th Pyre 122nd year of Ascendancy at 08:28 see stats
By hik the Homosuperior Adventurer level 20
41st Dusk 122nd year of Ascendancy at 02:26 see stats
By hik the Homosuperior Adventurer level 50
77th Dusk 124th year of Ascendancy at 21:44 see stats
By hik the Homosuperior Adventurer level 36
49th Pyre 123rd year of Ascendancy at 08:16 see stats
By hik the Homosuperior Adventurer level 20
46th Dusk 122nd year of Ascendancy at 04:56 see stats
By hik the Homosuperior Adventurer level 50
32nd Pyre 124th year of Ascendancy at 19:51 see stats
By hik the Homosuperior Adventurer level 4
75th Pyre 122nd year of Ascendancy at 07:59 see stats
By hik the Homosuperior Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By hik the Homosuperior Adventurer level 44
51st Dusk 123rd year of Ascendancy at 12:57 see stats
Log
Hik casts Vision.
Hik slows down.
Hik disarms a trap (poison vine).
Talent Vision is ready to use.
hik receives 46 healing from Unnatural Body.
Hik disarms a trap (sliding rock).
There is a Portal here (press '' or right click to use).
You gain 9.49 gold from the transmogrification of starseer's elven-silk wizard hat of the Brotherhood (3 def, 0 armour).
You gain 0.77 gold from the transmogrification of grounding pair of drakeskin leather boots (0 def, 5 armour).
You gain 1.31 gold from the transmogrification of cleansing drakeskin leather belt of resilience.
You gain 5.10 gold from the transmogrification of volcanic drakeskin leather armour of stability (5 def, 16 armour).
You gain 1.25 gold from the transmogrification of drakeskin leather armour (5 def, 8 armour).
You gain 5.15 gold from the transmogrification of acidic voratun waraxe of daylight (Nightmares) (40-56 power, 6 apr).
You gain 8.80 gold from the transmogrification of heroism infusion (+7 for 11 turns, die at -575).
There is a Portal to the Hallowed Fields here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
The shield around hik crumbles.
Hik aims less carefully.
Hik deactivates Elemental Harmony.
Hik deactivates Keen Senses.
Hik deactivates Precise Strikes.
Hik deactivates Yarrrr!!.
Hik deactivates Shield Wall.
Hik deactivates Arcane Power.