Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Crossbows 1.0.3This addon adds crossbows! Crossbows are simple weapons that anyone strong enough to carry them can use. The crossbows use bolts, and although they fire slower than bows, and dont scale nearly as much with stats, in addition to not having related skills, they pack quite the big punch, and have a large chance of critting. However, they also have a very limited ammo capacity, making them unsuited for sustained use. Possessor Bonus Class 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.4.8Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. magebow class v18 1.3.1Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Superhuman |
Class | Vector |
Level / Exp | 57 / 49% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 962 (base 61) |
Dexterity | 963 (base 61) |
Constitution | 967 (base 61) |
Magic | 964 (base 61) |
Willpower | 965 (base 61) |
Cunning | 966 (base 61) |
Resources
Mana | 1771/1771 |
Psi_feedback | 0/840 |
Vim | 1164/1164 |
Life | 129429/129429 |
Stamina | 1304/1304 |
Equilibrium | 20 |
Healing Factor | 2.2606382978723 |
Regeneration | 22888.907881557 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +280% |
Spell | +200% |
Global | +500% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 173.95740601155 |
See Invisible | 178.95740601155 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 8748 |
Accuracy | 208 |
Crit Chance | 468% |
APR | 200 |
Speed | 0.27 |
Offense: Spell
Spellpower | 207 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 109.2 |
Offense: Mind
Mindpower | 262 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +100% |
Offense: Damage Penetration
All | +13% |
Defense: Base
Armour (hardiness) | 210 (100%) |
Defense | 163 |
Ranged Defense | 165 |
Fatigue | 0 |
Physical Save | 241 |
Spell Save | 243 |
Mental Save | 243 |
Defense: Resistances
All | +100%(100%) |
Defense: Immunities
Disarm Resistance | 24% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 5% |
Poison Resistance | 15% |
Blind Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 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 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to 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 250 damage for 25 turns. |
Class Talents
Technique / Archery - bows | 50.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Debility | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 100.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Deviltry | 18.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.30 |
| 5/5 |
| 5/5 |
Spell / Divination | 38.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Curses | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.30 |
| 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 |
Effects
talent | Daunting Presence |
talent | Elemental Harmony |
talent | Exploit Weakness |
beneficial effect | Increases defense by 61. Mobile Defense |
detrimental effect | On death will restore to the source up to 3 times the vim's worth. Bleak Outcome |
beneficial effect | Countering melee attacks: Has a 89% chance to get an automatic counter attack when avoiding a melee attack. (6.1 counters remaining) Counter Attacking |
Quests
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
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 | Urthadar the pair of voratun boots (9 def, 27 armour) Urthadar the pair of voratun boots (9 def, 27 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +27 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +4% Changes stats: +5 Cun / +6 Con Changes resistances: +11% acid / +12% fire / +15% lightning / +9% cold Changes damage: +9% physical Physical save: +19 (+1 eff.) Mental save: +17 (+2 eff.) Only die when reaching: -60.00 life Spellpower: +9 (+1 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | deadly quiver of dragonbone arrows of erosion (24/24, 72.5-101.5 power, 18 apr) deadly quiver of dragonbone arrows of erosion (24/24, 72.5-101.5 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 72.5 - 101.5 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 Damage (Ranged): +30 nature / +30 temporal Arrows are used with bows to pierce your foes to death. |
Light source | Arcflash ArcflashPowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +14 Damage when hit (Melee): 14 fire Changes stats: +3 Dex / +2 Mag Changes resistances: +6% lightning / +6% cold / +6% fire / +6% temporal Changes resistances penetration: +13% all Changes damage: +3% lightning Mental save: +7 (+1 eff.) Light radius: +8 See stealth: +9 See invisible: +14 Defense after a teleport: +11 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% 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. |
On head | Scorpionbore (0 def, 4 armour) Scorpionbore (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +5 Str / +4 Dex / +11 Mag / +11 Wil / +4 Cun / +2 Con Changes resistances: +6% darkness Changes damage: +25% blight / +21% arcane / +3% nature Reduces incoming crit damage: 5.00% Physical save: +17 (+1 eff.) Spell crit. chance: +6% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Treekill' (dig speed 28 turns) iron pickaxe 'Treekill' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str Changes resistances: +12% acid Changes damage: +6% nature Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Blazenoon the copper ring Blazenoon the copper ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +3 Wil / +2 Con Changes resistances penetration: +25% lightning Changes damage: +3% lightning Spell save: +11 (+1 eff.) Mental save: +6 (+1 eff.) Maximum stamina: +11.00 Rings can have magical properties. |
On fingers | copper ring 'Duramas' copper ring 'Duramas'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag Changes resistances: +11% mind Changes damage: +11% mind / +6% blight Spell save: +6 (+0 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +6% Rings can have magical properties. |
Around waist | Glogakira the rough leather belt Glogakira the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Mag Changes resistances: +3% physical Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Poison immunity: +15% Stun/Freeze immunity: +5% Mana each turn: +0.15 Maximum mana: +25.00 Size category: +1 A belt that goes around your waist. |
In main hand | Daimarain the Gloomspawner Daimarain the GloomspawnerRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +12 lightning Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Physical power: +18 (+1 eff.) Changes stats: +5 Str Changes resistances penetration: +5% darkness Changes damage: +15% lightning / +9% blight Longbows are used to shoot arrows at your foes. |
On hands | Isykira the iron gauntlets (9 def, 1 armour) Isykira the iron gauntlets (9 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 6 lightning / 10 mind / 14 darkness Changes resistances: +6% lightning / +1% physical / +6% temporal Changes resistances penetration: +15% mind Changes damage: +4% lightning Reduces incoming crit damage: 5.00% Physical save: +6 (+0 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +25% Disarm immunity: +24% Mindpower: +4 (+0 eff.) When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 1). Burst (radius 2) on crit: +7 lightning 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% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Radhostir the drakeskin leather armour (17 def, 16 armour) Radhostir the drakeskin leather armour (17 def, 16 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +52 (+3 eff.) Armour: +16 Defense: +17 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Changes stats: +17 Str / +16 Mag / +17 Wil / +5 Cun Changes resistances: +30% lightning / +6% blight / +5% arcane / +6% light Critical mult.: +18.00% Mental save: +25 (+2 eff.) Disease immunity: +5% Confusion immunity: +5% Only die when reaching: -80.00 life Spellpower: +37 (+3 eff.) Spell crit. chance: +17% Mindpower: +45 (+3 eff.) Mental crit. chance: +15% A suit of armour made of leather. |
Cloak | linen cloak 'Bethidheda' (6 def, 0 armour) linen cloak 'Bethidheda' (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +2 Str / +1 Cun / +2 Con Changes resistances: +6% acid / +12% light / +18% fire / +6% cold / +6% lightning Changes resistances penetration: +5% mind Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Stealth bonus: +7 Mental save: +20 (+2 eff.) Maximum psi: +10.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | clarifying copper amulet of willpower (+2) clarifying copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the duelist (heal 2360)healing infusion of the duelist (heal 2360) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2360 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. healing infusion of the titan (heal 2398)healing infusion of the titan (heal 2398) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2398 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (100 nature damage, 62% healing reduction)insidious poison infusion (100 nature damage, 62% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 99.51 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the titan (1014 nature damage, 24% healing reduction)insidious poison infusion of the titan (1014 nature damage, 24% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 1013.90 nature damage per turn for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion of the psychic (3509% speed; 8 turns)movement infusion of the psychic (3509% speed; 8 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 3509% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion of the titan (3359% speed; 7 turns)movement infusion of the titan (3359% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 3359% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 22; turns 5; dispels darkness)sun infusion (rad 7; power 22; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (106 cold damage; freeze 3 turns with power 21)biting gale rune (106 cold damage; freeze 3 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 106.08 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the sneak (3876 cold damage; freeze 3 turns with power 207)biting gale rune of the sneak (3876 cold damage; freeze 3 turns with power 207) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 3875.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 207 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (768 lightning damage)lightning rune (768 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: -1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 256.12 to 768.36 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the psychic (5130% regen over 10 turns; 256 instant mana)manasurge rune of the psychic (5130% regen over 10 turns; 256 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 5130% for 10 turns and instantly restoring 256 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the wizard (4845% regen over 10 turns; 242 instant mana)manasurge rune of the wizard (4845% regen over 10 turns; 242 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4845% for 10 turns and instantly restoring 242 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the warrior (range 77; power 232; dur 7)phase door rune of the warrior (range 77; power 232; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 232%, your defense is increased by 232 and all your resistances by 232%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Xanukira the SparkripperXanukira the Sparkripper Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Defense: +20 (+3 eff.) Fatigue: -9% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes stats: +10 Str / +9 Dex / +5 Mag / +8 Wil / +14 Lck Changes resistances: +6% acid / +26% fire / +29% cold Changes resistances penetration: +15% mind Changes damage: +15% lightning Talent masteries: +0.39 Wild-gift / Harmony +0.39 Corruption / Blight Life regen: +3.50 Mana each turn: +0.39 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +57.00 Maximum psi: +30.00 Mindpower: +6 (+1 eff.) Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. cleansing steel amulet of perfection (0.22 Technique / Archery prowess,0.22 Cunning / Tactical)cleansing steel amulet of perfection (0.22 Technique / Archery prowess,0.22 Cunning / Tactical) Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% nature / +15% blight Talent masteries: +0.22 Technique / Archery prowess +0.22 Cunning / Tactical Poison immunity: +24% Disease immunity: +29% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starlit gold amulet of dexterity (+7)starlit gold amulet of dexterity (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Dex Changes resistances: +19% light / +22% darkness Blindness immunity: +29% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet of magic (+6)stralite amulet of magic (+6) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Duskstreak the voratun ringDuskstreak the voratun ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+1 eff.) Physical power: +27 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 33% chance to blind Damage (Ranged): 48 light Changes stats: +20 Str / +9 Dex / +2 Wil / +8 Cun / +20 Con Changes resistances penetration: +5% mind Changes damage: +9% darkness / +6% mind Grants telepathy: Dragon Humanoid/Orc Mental save: +31 (+3 eff.) Stun/Freeze immunity: +98% Life regen: +8.70 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Kytir (76-114 power, 4 apr)Kytir (76-114 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 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: 76.0 - 114.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 65 bleeding, 109% reduced healing Damage Shield penetration (this weapon only): +40% Damage (Melee): +37 cold Burst (radius 2) on crit: +42 ice When wielded/worn: Physical crit. chance: +20.0% Physical power: +20 (+1 eff.) Armour: +21 Changes stats: +4 Wil Changes resistances penetration: +13% cold / +32% mind / +21% darkness Equilibrium when hit: +0.04 Maximum psi: +40.00 Spellpower: +8 (+1 eff.) Mental crit. chance: +2% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. The Gaping Maw (72-108 power, 4 apr)The Gaping Maw (72-108 power, 4 apr) Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level. ChohellChohell Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 8.00 Encumbrance. [Random Unique] Type: weapon / crossbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Temporal Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Damage (Ranged): +35 fire When wielded/worn: Accuracy: +34 (+3 eff.) Physical crit. chance: +27.0% Defense: +6 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +8 Dex Changes resistances: +5% arcane Changes resistances penetration: +14% fire / +43% physical Changes damage: +3% temporal / +44% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +18.00% Disease immunity: +15% Knockback immunity: +10% Global speed: +5% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ash crossbowash crossbow Requires: - Strength 16 - Talent Shoot 8.00 Encumbrance. Type: weapon / crossbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Attack speed: 100% Firing range: +9 Travel speed: +200% When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +15.0% Critical mult.: +14.00% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ash crossbow of lightningash crossbow of lightning Requires: - Strength 16 - Talent Shoot Powered by arcane forces 8.00 Encumbrance. Type: weapon / crossbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (Ranged): +7 lightning When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +13.5% Changes damage: +13% lightning Critical mult.: +18.50% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. elven-wood crossbow of coldelven-wood crossbow of cold Requires: - Strength 35 - Talent Shoot Powered by arcane forces 8.00 Encumbrance. Type: weapon / crossbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (Ranged): +14 cold When wielded/worn: Accuracy: +24 (+2 eff.) Physical crit. chance: +15.5% Changes damage: +17% cold Critical mult.: +15.50% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Dagger of the Past (25-32.5 power, 20 apr)Dagger of the Past (25-32.5 power, 20 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 100% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level. Samekalthorig the voratun dagger (37.5-48.75 power, 9 apr)Samekalthorig the voratun dagger (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +19 cold / +11 nature / +12 temporal Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +22 (+2 eff.) Armour penetration: +24 Damage when hit (Melee): 12 temporal Changes stats: +4 Str / +4 Mag Changes resistances penetration: +5% blight / +21% physical / +12% mind / +8% darkness Changes damage: +6% temporal / +24% physical Stamina when hit: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. caustic iron dagger of erosion (9.5-12.35 power, 5 apr)caustic iron dagger of erosion (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to corrode armour by 30% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Changes resistances penetration: +6% acid Life regen: +0.64 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of massacre (25-32.5 power, 7 apr)dwarven-steel dagger of massacre (25-32.5 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious iron dagger of shearing (9-11.7 power, 5 apr)insidious iron dagger of shearing (9-11.7 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +16 insidious poison When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% physical Changes damage: +6% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger 'Runulathadin' (9.5-12.35 power, 5 apr)iron dagger 'Runulathadin' (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +8 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +9% darkness / +4% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +20 (+1 eff.) Blindness immunity: +25% Confusion immunity: +20% Stun/Freeze immunity: +25% Mindpower: +8 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of ruin (27.5-35.75 power, 9 apr)stralite dagger of ruin (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Physical crit. chance: +11.0% Critical mult.: +15.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged stralite dagger (31.5-40.95 power, 9 apr)thought-forged stralite dagger (31.5-40.95 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 22% chance to cause random gloom Damage (Melee): +10 mind When wielded/worn: Changes stats: +4 Cun / +4 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Turedebers the voratun greatmaul (66.5-99.75 power, 4 apr)Turedebers the voratun greatmaul (66.5-99.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +20% Damage (Melee): +27 darkness Burst (radius 1) on hit: +28 fire Damage against: +26% Living When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +20 Physical power: +14 (+1 eff.) Changes stats: +5 Mag / +7 Con Changes resistances penetration: +5% blight / +37% physical Changes damage: +9% blight Critical mult.: +10.00% Disarm immunity: +49% Mana each turn: +0.12 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. arcing iron greatmaul of daylight (19-28.5 power, 1 apr)arcing iron greatmaul of daylight (19-28.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 light / +10 lightning Damage against: +13% Undead Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul 'Blindqueen' (110.5-165.75 power, 4 apr)voratun greatmaul 'Blindqueen' (110.5-165.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 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: 110.5 - 165.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to inflict 15% damage reduction * 40% chance to daze at end of turn * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +8 darkness Burst (radius 1) on hit: +8 lightning / +8 darkness Burst (radius 2) on crit: +26 ice When wielded/worn: Armour penetration: +19 Physical crit. chance: +34.0% Armour: +17 Damage when hit (Melee): 4 lightning Changes resistances: +6% darkness Changes resistances penetration: +10% darkness / +21% cold Changes damage: +6% lightning Critical mult.: +27.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level. elemental stralite greatsword (48-76.8 power, 3 apr)elemental stralite greatsword (48-76.8 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +21% acid / +21% fire / +20% lightning / +16% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron greatsword 'Ulferozor' (24-38.4 power, 1 apr)iron greatsword 'Ulferozor' (24-38.4 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 12% chance to disease * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 65 bleeding, 109% reduced healing Damage (Melee): +16 blight / +8 mind When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Physical power: +10 (+1 eff.) Damage when hit (Melee): 8 mind / 8 blight Changes stats: +3 Mag Changes resistances penetration: +26% acid / +10% physical / +15% blight / +26% cold / +26% lightning / +25% fire Critical mult.: +20.00% Disease immunity: +21% Spell crit. chance: +1% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. slime-covered stralite greatsword of erosion (50-80 power, 3 apr)slime-covered stralite greatsword of erosion (50-80 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 21% Damage (Melee): +19 temporal / +24 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of erosion (26-41.6 power, 2 apr)steel greatsword of erosion (26-41.6 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 nature / +14 temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking voratun greatsword (58-92.8 power, 4 apr)truestriking voratun greatsword (58-92.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.0 - 92.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +13 Changes resistances penetration: +17% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow 'Zefast'elven-wood longbow 'Zefast' Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +23 fire When wielded/worn: Accuracy: +18 (+2 eff.) Physical crit. chance: +9.0% Physical power: +8 (+1 eff.) Ammo reloads per turn: +14 Changes stats: +11 Dex / +17 Mag / +3 Wil Changes resistances penetration: +80% physical / +28% temporal / +20% fire Changes damage: +28% temporal / +6% mind / +76% physical Talent mastery: +0.60 Chronomancy / Bow Threading Maximum psi: +10.00 Mental crit. chance: +4% Global speed: +8% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow of dexterity (+6)mighty yew longbow of dexterity (+6) 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: 40% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +6 Str / +8 Dex Changes resistances penetration: +27% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady dragonbone longbow of powersteady dragonbone longbow of power Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +18 (+2 eff.) Physical crit. chance: +6.0% Changes resistances penetration: +26% physical Changes damage: +23% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Anerath the voratun longsword (42-58.8 power, 19 apr)Anerath the voratun longsword (42-58.8 power, 19 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom * 30% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +47% Damage (Melee): +20 acid / +4 temporal / +26 blight / +25 mind When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Physical crit. chance: +14.0% Defense: +12 (+2 eff.) Damage when hit (Melee): 12 temporal Changes stats: +6 Cun / +5 Wil Changes resistances: +6% temporal Changes resistances penetration: +20% temporal Changes damage: +9% temporal Critical mult.: +20.00% Disarm immunity: +45% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced stralite longsword (32.5-45.5 power, 5 apr)balanced stralite longsword (32.5-45.5 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +13 (+2 eff.) Disarm immunity: +44% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun longsword of massacre (55.5-77.7 power, 6 apr)balanced voratun longsword of massacre (55.5-77.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +15 (+2 eff.) Disarm immunity: +38% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (23.5-32.9 power, 4 apr)dwarven-steel longsword (23.5-32.9 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Blindcast (11.5-16.1 power, 2 apr)Blindcast (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Armour: +15 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% mind / +5% arcane / +4% all Changes resistances penetration: +7% nature Stun/Freeze immunity: +25% Knockback immunity: +20% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Giledur (48-67.2 power, 4 apr)Giledur (48-67.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom * Random elemental explosion Damage (Melee): +11 mind Burst (radius 1) on hit: +13 fire When wielded/worn: Physical power: +10 (+1 eff.) Armour: +8 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil / +4 Cun / +4 Con Changes resistances: +6% darkness / +3% cold Changes resistances penetration: +12% acid / +11% physical / +13% cold / +13% fire / +12% lightning Physical save: +30 (+2 eff.) Mental save: +20 (+2 eff.) Disarm immunity: +25% Stun/Freeze immunity: +10% Knockback immunity: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. iron mace of massacre (21-29.4 power, 2 apr)iron mace of massacre (21-29.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 21.0 - 29.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. quick steel mace (15-21 power, 3 apr)quick steel mace (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 111% When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +4 Dex Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace 'Airwrest' (44.5-62.3 power, 6 apr)voratun mace 'Airwrest' (44.5-62.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning / +14 temporal / +15 nature When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +15 Physical power: +28 (+2 eff.) Armour: +10 Defense: +15 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +13 Con Changes resistances: +3% acid / +6% temporal / +3% darkness Changes resistances penetration: +5% lightning / +32% physical Silence immunity: +10% Disarm immunity: +118% Life regen: +0.40 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (9-9.9 power, 24 apr, nature damage)gifted thorny mindstar (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +14 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar (18-19.8 power, 40 apr, mind damage)horrifying living mindstar (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 mind / 10 darkness Changes damage: +6% mind / +6% darkness Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage)horrifying mossy mindstar of life (2.5-2.75 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: 2.5 - 2.8 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +3% mind / +4% darkness Life regen: +0.70 Maximum life: +13.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hunting vined mindstar of slime (5-5.5 power, 18 apr, mind damage)hunting vined mindstar of slime (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage against: +11% Animal When wielded/worn: Damage (Melee): 9 nature Effects when hit in melee: * Slows global speed by 4% Changes damage: +6% nature Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Infravision radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of vitality (16-17.6 power, 40 apr, mind damage)living mindstar of vitality (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage against: +23% Undead When wielded/worn: Changes resistances: +12% blight / +20% darkness / +14% nature Stamina when hit: +1.40 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of balance (13-14.3 power, 32 apr, mind damage)pulsing mindstar of balance (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +9 (+1 eff.) Equilibrium when hit: +1.30 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of the jelly (12-13.2 power, 32 apr, mind damage)pulsing mindstar of the jelly (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +7% acid Equilibrium when hit: +1.70 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar of storms (5-5.5 power, 18 apr, mind damage)vined mindstar of storms (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +1 Cun / +3 Con Changes resistances: +10% lightning Changes resistances penetration: +8% lightning Changes damage: +10% lightning Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Blindravage (24.5-31.85 power, 9 apr)Blindravage (24.5-31.85 power, 9 apr) Requires: - Magic 38 - Dexterity 38 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / ritual blade ; tier 5 Base power: 24.5 - 31.9 Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * stuns the target for 4 turns * corrodes the target, reducing their accuracy, defense and armour by half your spellpower, for 4 turns * pacifies the target for 4 turns, giving them a chance equal to your spellpower in percent of becoming dazed each turn Damage conversion: 24% darkness When wielded/worn: Armour penetration: +12 Physical crit. chance: +8.0% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness / 8 fire Changes resistances: +9% darkness Changes resistances penetration: +15% acid / +16% light / +5% darkness / +16% lightning Changes damage: +19% darkness / +9% fire Critical mult.: +16.00% Mana each turn: +0.24 Spellpower: +15 (+1 eff.) Spell crit. chance: +10% Light radius: +1 Infravision radius: -1 Talent on hit(spell): Searing Light (30% chance level 11). It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 18 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blighted dwarven-steel ritual blade of massacre (22.5-29.25 power, 7 apr)blighted dwarven-steel ritual blade of massacre (22.5-29.25 power, 7 apr) Requires: - Magic 20 - Dexterity 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 3 Base power: 22.5 - 29.3 Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage conversion: 16% blight When wielded/worn: Changes damage: +12% blight Spell crit. chance: +6% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Glimmerstalker (27-32.4 power, 4 apr, cold element)Glimmerstalker (27-32.4 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 27.0 - 32.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 light When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +8.0% Physical power: +11 (+1 eff.) Armour: +6 Defense: +7 (+1 eff.) Damage when hit (Melee): 12 blight / 4 light Changes stats: +2 Con / +4 Wil Changes resistances: +15% light / +14% cold Maximum wards: +2 cold Changes damage: +27% cold Talents granted: +4 Ward +1 Command Staff Critical mult.: +9.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +39 (+3 eff.) Spell crit. chance: +7% It can be used to conjure elemental energy in a radius 6 cone, dealing 2003.72 to 2404.46 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Lisedalle the Umbrakiller (25-30 power, 5 apr, acid element)Lisedalle the Umbrakiller (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 darkness / +15 draining blight Burst (radius 2) on crit: +4 temporal When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 29 fire Changes stats: +7 Cun Changes resistances: +12% acid / +3% temporal Changes resistances penetration: +12% acid / +25% temporal / +5% darkness Changes damage: +25% acid / +12% darkness Talent granted: +1 Command Staff Critical mult.: +27.00% Spellpower on spell critical (stacks up to 3 times): +9 Maximum pos.energy: +44.00 Spellpower: +28 (+2 eff.) Spell crit. chance: +4% See invisible: +17 Life leech chance: +11% Life leech: +12% It can be used to conjure elemental energy in a radius 8 cone, dealing 1954.84 to 2345.80 acid damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff of illumination (15-18 power, 3 apr, fire element)ash magestaff of illumination (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, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +8 (+1 eff.) Effects on melee hit: * 9% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 856.59 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone magestaff (30-36 power, 6 apr, arcane element)cruel dragonbone magestaff (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element)cruel dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Defense: +7 (+1 eff.) Effects on melee hit: * 16% chance to blind Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Light radius: +5 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 636.07 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element)cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 856.59 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elm vilestaff (10-12 power, 2 apr, blight element)cruel elm vilestaff (10-12 power, 2 apr, blight element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +10% blight Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of fate (25-30 power, 5 apr, temporal element)cruel elven-wood starstaff of fate (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 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, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +16.00% Physical save: +11 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +11 (+1 eff.) Spellpower: +12 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of paradox (25-30 power, 5 apr, light element)elven-wood starstaff of paradox (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 temporal When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood starstaff of warding (31-37.2 power, 5 apr, darkness element)potent elven-wood starstaff of warding (31-37.2 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: 31.0 - 37.2 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Maximum wards: +2 darkness Changes damage: +31% darkness Talents granted: +4 Ward +1 Command Staff Spellpower: +16 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash starstaff (15-18 power, 3 apr, physical element)shimmering ash starstaff (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +58.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging ash magestaff of power (15-18 power, 3 apr, lightning element)surging ash magestaff of power (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +15 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging elven-wood magestaff of projection (25-30 power, 5 apr, arcane element)surging elven-wood magestaff of projection (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +16 (+1 eff.) Spell crit. chance: +8% It can be used to project a bolt elemental energy from the staff (to range 9) dealing 1954.84 to 2345.80 arcane damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (20-24 power, 4 apr, lightning element)yew magestaff of illumination (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 9% chance to blind Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 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 856.59 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, acid element)yew vilestaff (20-24 power, 4 apr, acid element) Requires: - Magic 24 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, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff 'Emetta' (20-24 power, 4 apr, fire element)yew vilestaff 'Emetta' (20-24 power, 4 apr, fire 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, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +11 (+2 eff.) Effects on melee hit: * 14% chance to blind Changes stats: +3 Con Changes resistances: +9% lightning / +6% temporal / +9% darkness / +12% nature / +3% mind Changes damage: +20% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Spell save: +30 (+2 eff.) Blindness immunity: +10% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 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 636.07 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel steamgun of powerblazebringer's steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +11 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +12% physical / +8% fire Changes damage: +14% physical Global speed: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. gunslinger's iron steamgungunslinger's iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes damage: +10% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. strafer's iron steamgunstrafer's iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. icy steel steamsaw (13.5-20.25 power, 8 apr)icy steel steamsaw (13.5-20.25 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +23 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 7 cold Damage when hit (Melee): 14 ice Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel steamsaw (23-34.5 power, 14 apr)reinforced dwarven-steel steamsaw (23-34.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam When wielded/worn: Armour: +13 Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Blood-Letter (33-46.2 power, 4.5 apr)Blood-Letter (33-46.2 power, 4.5 apr) Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 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% A hand axe carved out of the most frozen parts of the northern wasteland. |
This item will automatically be transmogrified when you leave the level. Brightmoon (12-16.8 power, 3 apr)Brightmoon (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 44% chance to blind * 25% chance to remove a magical effect Damage (Melee): +24 acid / +10 nature When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +5% arcane / +12% cold Pinning immunity: +15% Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Lightpain the voratun waraxe (53.5-74.9 power, 6 apr)Lightpain the voratun waraxe (53.5-74.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +19 acid / +22 light / +16 lightning Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +12 light Damage against: +28% Undead When wielded/worn: Physical crit. chance: +27.0% Effects on melee hit: * 30% chance to blind Changes resistances: +9% fire Changes damage: +3% light / +12% fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Porith (33.5-46.9 power, 5 apr)Porith (33.5-46.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 29% chance to corrode armour by 30% * 40% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +16 nature / +8 mind / +17 temporal When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +13 Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +9% blight / +2% physical / +6% cold / +8% all Changes resistances penetration: +13% acid / +11% physical / +13% nature Mental save: +10 (+1 eff.) Pinning immunity: +5% Life regen: +2.10 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel waraxe (18.5-25.9 power, 4 apr)acidic dwarven-steel waraxe (18.5-25.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing stralite waraxe of massacre (44-61.6 power, 5 apr)arcing stralite waraxe of massacre (44-61.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced voratun waraxe of erosion (40.5-56.7 power, 6 apr)balanced voratun waraxe of erosion (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +14 nature / +13 temporal When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +13 (+2 eff.) Disarm immunity: +46% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel waraxe (22-30.8 power, 4 apr)insidious dwarven-steel waraxe (22-30.8 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious stralite waraxe of purging (33.5-46.9 power, 5 apr)insidious stralite waraxe of purging (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +13 nature / +31 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious voratun waraxe of persecution (40.5-56.7 power, 6 apr)insidious voratun waraxe of persecution (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +52 insidious poison Damage against: +23% Unnatural When wielded/worn: Changes stats: +3 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level. manaburning iron waraxe of dampening (13-18.2 power, 2 apr)manaburning iron waraxe of dampening (13-18.2 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn When wielded/worn: Changes resistances: +8% acid / +9% fire / +9% lightning / +8% cold Spell save: +7 (+0 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. slime-covered iron waraxe of erosion (12-16.8 power, 2 apr)slime-covered iron waraxe of erosion (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% Damage (Melee): +8 temporal / +8 nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe 'Eremoleg' (47-65.8 power, 5 apr)stralite waraxe 'Eremoleg' (47-65.8 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +50 cold Burst (radius 1) on hit: +12 arcane When wielded/worn: Physical crit. chance: +26.0% Changes resistances: +3% blight / +6% mind / +5% arcane Spell save: +12 (+1 eff.) Confusion immunity: +10% Maximum hate: +2.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe of dampening (31-43.4 power, 5 apr)stralite waraxe of dampening (31-43.4 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes resistances: +14% acid / +14% fire / +15% lightning / +12% cold Spell save: +10 (+1 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe of massacre (43.5-60.9 power, 5 apr)stralite waraxe of massacre (43.5-60.9 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather beltinsulating hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% fire / +9% cold A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Blackfear (17 def, 20 armour)Blackfear (17 def, 20 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Armour: +20 Defense: +17 (+2 eff.) Effects on melee hit: * 30% chance to blind * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +6 Dex Changes resistances: +7% acid / +37% darkness / +6% fire / +28% cold / +8% lightning Changes resistances penetration: +17% darkness Changes damage: +9% temporal / +31% darkness / +9% light Stealth bonus: +25 Physical save: +25 (+2 eff.) Spell save: +36 (+3 eff.) Mental save: +31 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of the Shaloren (2 def, 0 armour)cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of implacability (11 def, 0 armour)enveloping cashmere cloak of implacability (11 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+2 eff.) Physical save: +16 (+1 eff.) Mental save: +8 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. linen cloak of sorcery (1 def, 0 armour)linen cloak of sorcery (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag / +3 Wil Spell 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. |
This item will automatically be transmogrified when you leave the level. Emoleda the cashmere robe (2 def, 0 armour)Emoleda the cashmere robe (2 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 arcane / 12 mind Changes stats: +4 Cun / +7 Mag Changes resistances: +21% darkness / +5% arcane / +24% fire / +40% mind / +22% light Changes resistances penetration: +11% temporal / +15% arcane / +10% physical Changes damage: +14% temporal / +15% light / +14% physical / +16% fire / +25% mind / +14% all Critical mult.: +16.00% Physical save: +16 (+1 eff.) Spell save: +16 (+1 eff.) Mental save: +31 (+3 eff.) Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Spellpower: +15 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +12 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of frost (+24%) (2 def, 0 armour)cashmere robe of frost (+24%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% cold Changes damage: +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's silk robe (3 def, 0 armour)dreamer's silk robe (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +26% mind / +26% darkness Physical save: +14 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +35 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's woollen robe of nature (+16%) (0 def, 0 armour)dreamer's woollen robe of nature (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% mind / +16% darkness / +18% nature Changes damage: +12% nature Physical save: +13 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +26 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of frost (+25%) (5 def, 0 armour)elven-silk robe of frost (+25%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +25% cold Changes damage: +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of lightning (+30%) (5 def, 0 armour)elven-silk robe of lightning (+30%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +30% lightning Changes damage: +20% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of lightning (+25%) (5 def, 0 armour)focusing elven-silk robe of lightning (+25%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Mag / +5 Wil Changes resistances: +25% lightning Changes damage: +17% lightning Mana each turn: +0.31 Psi each turn: +0.36 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of nature (+18%) (0 def, 0 armour)linen robe of nature (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% nature Changes damage: +12% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of corrosion (+18%) (0 def, 0 armour)mindwoven linen robe of corrosion (+18%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% acid Changes damage: +12% acid Mental save: +17 (+2 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe (3 def, 0 armour)mindwoven silk robe (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Mental save: +20 (+2 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of the mind (+18%) (3 def, 0 armour)mindwoven silk robe of the mind (+18%) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% mind Changes damage: +18% mind Mental save: +24 (+2 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe of protection (9 def, 3 armour)tormentor's elven-silk robe of protection (9 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Changes stats: +4 Cun Critical mult.: +20.00% Physical save: +27 (+2 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silenor the pair of iron boots (0 def, 3 armour) Silenor the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Wil Changes resistances penetration: +15% arcane Changes damage: +18% arcane Spell save: +6 (+0 eff.) Life regen: +2.20 Stamina each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +15.00 Spellpower: +4 (+0 eff.) Healing mod.: +12% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots of tirelessness (0 def, 1 armour)grounding pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% lightning / +7% temporal Stamina each turn: +0.50 Maximum stamina: +16.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. insulating pair of iron boots of uncanny dodging (4 def, 3 armour)insulating pair of iron boots of uncanny dodging (4 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes resistances: +7% fire / +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.70 Maximum stamina: +19.00 Spellpower: +5 (+0 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of dwarven-steel boots of uncanny dodging (7 def, 4 armour)traveler's pair of dwarven-steel boots of uncanny dodging (7 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -3% Maximum encumbrance: +25 Physical save: +10 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. traveler's pair of hardened leather boots of uncanny dodging (5 def, 3 armour)traveler's pair of hardened leather boots of uncanny dodging (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: -4% Maximum encumbrance: +30 Physical save: +10 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Voidstoker the hardened leather gloves (0 def, 2 armour)Voidstoker the hardened leather gloves (0 def, 2 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +27 (+2 eff.) Armour penetration: +11 Physical power: +14 (+1 eff.) Armour: +2 Damage (Melee): 13 darkness Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +12 Dex / +7 Cun Changes resistances: +10% darkness Changes resistances penetration: +15% arcane Changes damage: +8% darkness Grants telepathy: Demon/Minor Demon/Major Life regen: +2.80 Stamina each turn: +1.10 Mana each turn: +0.25 Maximum stamina: +24.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +11 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). On weapon hit: * 11% chance to inflict 15% damage reduction Damage (Melee): +8 darkness / +10 arcane Burst (radius 1) on hit: +12 darkness It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. naturalist's iron gauntlets (0 def, 1 armour)naturalist's iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 nature Changes resistances: +6% nature Changes damage: +5% nature When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +7 nature Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. polar iron gauntlets of strength (+3) (0 def, 1 armour)polar iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +1 Damage (Melee): 7 cold Changes stats: +3 Str Changes resistances: +6% cold Changes damage: +4% cold When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +7 ice Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. rough leather gloves (0 def, 1 armour)rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. sand rough leather gloves (0 def, 7 armour)sand rough leather gloves (0 def, 7 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 7 physical Changes damage: +5% physical When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +7 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Deepsquake the elven-silk wizard hat (3 def, 5 armour)Deepsquake the elven-silk wizard hat (3 def, 5 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Damage when hit (Melee): 16 darkness / 20 blight Changes stats: +18 Mag / +13 Con Changes resistances: +15% lightning / +10% temporal / +27% light / +30% blight Changes damage: +21% blight / +20% arcane / +18% light Spell save: +14 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 190.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 579 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 46 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Earthspike the iron helm (0 def, 7 armour)Earthspike the iron helm (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +7 Fatigue: +5% Damage when hit (Melee): 8 nature / 12 physical Changes stats: +6 Str / +6 Dex / +4 Mag / +3 Cun / +4 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Light radius: +3 Infravision radius: +7 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 25101.4 Physical damage. If the attack hits, the target is confused (49% 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. |
Emelothra the iron helm (0 def, 3 armour) Emelothra the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Wil / +3 Con Changes resistances: +7% blight / +3% lightning Mental save: +6 (+1 eff.) Blindness immunity: +15% Silence immunity: +30% Stun/Freeze immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Torchspike (0 def, 4 armour)Torchspike (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Fatigue: +4% Effects on melee hit: * 33% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 22 fire Changes stats: +13 Lck Changes resistances: +12% fire Changes resistances penetration: +10% fire Changes damage: +21% acid Spell crit. chance: +6% Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. catburglar's dwarven-steel helm of dexterity (+13) (0 def, 4 armour)catburglar's dwarven-steel helm of dexterity (+13) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +13 Dex Changes resistances: +10% darkness Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. mindwoven linen wizard hat of the mind (+12%) (1 def, 0 armour)mindwoven linen wizard hat of the mind (+12%) (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +12% mind Changes damage: +12% mind Psi each turn: +0.16 Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Xerugath (4 def, 13 armour)Xerugath (4 def, 13 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 11 light Changes stats: +6 Str / +5 Wil / +6 Con Changes resistances: +8% acid / +12% temporal / +22% darkness / +21% blight / +57% cold / +5% arcane Changes resistances penetration: +15% temporal Changes damage: +9% arcane / +3% temporal Allows you to breathe in: water Maximum life: +128.00 Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun mail armour (5 def, 10 armour)rejuvenating voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Life regen: +4.80 Stamina each turn: +2.10 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel mail armour of stability (3 def, 8 armour)spiked dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 15 physical Changes resistances: +8% physical Physical save: +16 (+1 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked stralite mail armour (4 def, 8 armour)spiked stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour (5 def, 10 armour)spiked voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 17 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather armour of lightning resistance (3 def, 6 armour)cleansing hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +21% lightning / +14% nature / +15% blight A suit of armour made of leather. |
cured leather armour 'Hathakan' (7 def, 16 armour) cured leather armour 'Hathakan' (7 def, 16 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +16 Defense: +7 (+1 eff.) Fatigue: +7% Damage (Melee): 5 fire Damage (Ranged): 6 fire Damage when hit (Melee): 4 blight Changes stats: +1 Cun Changes resistances: +14% fire / +12% mind / +16% physical Changes resistances penetration: +5% mind Mental save: +13 (+1 eff.) Maximum life: +25.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of stability (4 def, 7 armour)reinforced leather armour of stability (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +9% physical Physical save: +17 (+1 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of cold resistance (5 def, 8 armour)spiked drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Changes resistances: +29% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour (4 def, 7 armour)spiked reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of acid resistance (4 def, 7 armour)spiked reinforced leather armour of acid resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes resistances: +23% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic hardened leather armour (3 def, 16 armour)volcanic hardened leather armour (3 def, 16 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 7 fire Changes resistances: +20% fire / +13% physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Eilinoma the steel plate armour (4 def, 20 armour)Eilinoma the steel plate armour (4 def, 20 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +11 Str / +6 Wil / +5 Cun / +4 Con Changes resistances: +21% acid / +9% physical / +14% light / +28% darkness Physical save: +18 (+1 eff.) Mental save: +46 (+4 eff.) Silence immunity: +15% Stun/Freeze immunity: +10% Maximum life: +58.00 Light radius: +2 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 108 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. cleansing stralite plate armour of cold resistance (7 def, 13 armour)cleansing stralite plate armour of cold resistance (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes resistances: +15% blight / +25% cold / +16% nature A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic steel plate armour of cold resistance (4 def, 9 armour)prismatic steel plate armour of cold resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +21% cold / +13% light / +12% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel plate armour of fire resistance (5 def, 11 armour)spiked dwarven-steel plate armour of fire resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 15 physical Changes resistances: +20% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of command (12 def, 14 armour)steel plate armour of command (12 def, 14 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +12 (+2 eff.) Fatigue: +22% Changes stats: +3 Cun Mental save: +16 (+2 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. stralite plate armour of stability (7 def, 13 armour)stralite plate armour of stability (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes resistances: +8% physical Physical save: +18 (+1 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Belegen (14 def, 2 armour, 41.5 block)Belegen (14 def, 2 armour, 41.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +14 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects when hit in melee: * 18% chance to blind Damage when hit (Melee): 22 fire Changes stats: +3 Str / +6 Mag / +2 Wil / +5 Con Changes resistances: +21% lightning / +14% darkness / +9% blight / +14% fire / +14% mind / +26% light Changes resistances penetration: +10% blight Talent granted: +2 Block Spell save: +18 (+1 eff.) Spell crit. chance: +1% Deflect projectiles away: +7% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Nimbusidol the stralite shield (10 def, 20 armour, 316 block)Nimbusidol the stralite shield (10 def, 20 armour, 316 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 60% chance to blind * 18% chance to corrode armour by 30% Changes stats: +2 Str / +13 Mag / +6 Wil / +23 Con Changes resistances: +18% acid / +27% cold / +33% light Changes resistances penetration: +10% lightning / +10% blight Changes damage: +3% lightning Talent granted: +4 Block Reduces incoming crit damage: 10.00% Physical save: +13 (+1 eff.) See invisible: +3 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic voratun shield of fire resistance (+30%) (12 def, 3 armour, 203 block)acidic voratun shield of fire resistance (+30%) (12 def, 3 armour, 203 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 25 acid Changes resistances: +30% fire Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming steel shield (6 def, 2 armour, 45 block)flaming steel shield (6 def, 2 armour, 45 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 13 fire Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy voratun shield of acid resistance (+15%) (12 def, 3 armour, 203.5 block)icy voratun shield of acid resistance (+15%) (12 def, 3 armour, 203.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 18 ice Changes resistances: +15% acid Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 40 block)steel shield (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of crushing (6 def, 2 armour, 40.5 block)steel shield of crushing (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of fire resistance (+19%) (6 def, 2 armour, 42.5 block)steel shield of fire resistance (+19%) (6 def, 2 armour, 42.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +19% fire Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of mind resistance (+13%) (6 def, 2 armour, 41 block)steel shield of mind resistance (+13%) (6 def, 2 armour, 41 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +13% mind Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flint wardstone 'Sootvortex'flint wardstone 'Sootvortex' Requires: - Magic 20 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Damage when hit (Melee): 8 arcane / 8 darkness Changes stats: +6 Wil Changes resistances: +28% acid / +27% physical / +16% darkness / +8% nature / +14% blight / +48% fire / +17% mind / +16% lightning Reduce damage by fixed amount: +3 all Maximum wards: +7 acid / +5 physical / +3 darkness / +3 nature / +3 blight / +9 fire / +3 mind / +3 lightning Changes damage: +16% acid / +16% fire / +6% blight Reduced damage from: +16% Demon Talent granted: +17 Ward Spell save: +45 (+3 eff.) Hate each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +10 Maximum hate: +16.00 Maximum vim: +20.00 See stealth: +12 Slows Projectiles: +20% Handheld warding devices |
This item will automatically be transmogrified when you leave the level. sandstone wardstonesandstone wardstone Requires: - Magic 10 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Reduce damage by fixed amount: +1 all Slows Projectiles: +10% Handheld warding devices |
hateful quiver of ash arrows of accuracy (17/17, 19-26.6 power, 7 apr) hateful quiver of ash arrows of accuracy (17/17, 19-26.6 power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 Damage (Ranged): +9 darkness Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. insidious quiver of yew arrows (20/20, 36-50.4 power, 10 apr)insidious quiver of yew arrows (20/20, 36-50.4 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 Damage (Ranged): +60 insidious poison Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows of accuracy (17/17, 14-19.6 power, 5 apr)quiver of elm arrows of accuracy (17/17, 14-19.6 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows of accuracy (23/23, 42-58.8 power, 14 apr)quiver of elven-wood arrows of accuracy (23/23, 42-58.8 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 23 Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1045 alchemist agate 1045 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Ivotira the quiver of elven-wood bolts (1/1, 52-88.4 power, 38 apr)Ivotira the quiver of elven-wood bolts (1/1, 52-88.4 power, 38 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / bolt ; tier 4 Base power: 52.0 - 88.4 Uses stats: 40% Wil, 20% Dex, 50% Mag, 40% Str Damage type: Physical Armour Penetration: +38 Crit. chance: +11.5% Capacity: 1 On weapon hit: * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +79 physical When wielded/worn: Ammo reloads per turn: +3 Bolts are used with crossbows to pierce your foes to death. |
Scabjam (1/1, 18-30.6 power, 12 apr) Scabjam (1/1, 18-30.6 power, 12 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / bolt ; tier 1 Base power: 18.0 - 30.6 Uses stats: 40% Wil, 20% Dex, 50% Mag, 40% Str Damage type: Physical Armour Penetration: +12 Crit. chance: +1.0% Capacity: 1 On weapon hit: * Slows global speed by 20% Damage (Ranged): +7 temporal / +11 nature Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +16 nature Bolts are used with crossbows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. icy quiver of elm bolts of accuracy (1/1, 11-18.7 power, 12 apr)icy quiver of elm bolts of accuracy (1/1, 11-18.7 power, 12 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / bolt ; tier 1 Base power: 11.0 - 18.7 Uses stats: 40% Wil, 40% Str, 50% Mag, 20% Dex Damage type: Physical Accuracy: +8 Armour Penetration: +12 Crit. chance: +1.0% Capacity: 1 Damage (Ranged): +7 cold Bolts are used with crossbows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood bolts (1/1, 40-68 power, 38 apr)quiver of elven-wood bolts (1/1, 40-68 power, 38 apr) Requires: - Strength 35 3.00 Encumbrance. Type: ammo / bolt ; tier 4 Base power: 40.0 - 68.0 Uses stats: 40% Wil, 40% Str, 50% Mag, 20% Dex Damage type: Physical Armour Penetration: +38 Crit. chance: +2.5% Capacity: 1 Bolts are used with crossbows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. self-loading quiver of elven-wood bolts of accuracy (1/1, 43.5-73.95 power, 38 apr)self-loading quiver of elven-wood bolts of accuracy (1/1, 43.5-73.95 power, 38 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / bolt ; tier 4 Base power: 43.5 - 74.0 Uses stats: 40% Wil, 40% Str, 50% Mag, 20% Dex Damage type: Physical Accuracy: +19 Armour Penetration: +38 Crit. chance: +2.5% Capacity: 1 Turns elapse between self-loadings: 3 Bolts are used with crossbows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of Reknor (dig speed 16 turns)dwarven-steel pickaxe of Reknor (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% darkness / +8% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Blazebraze the brass lanternBlazebraze the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +18% fire Changes damage: +18% fire / +9% light / +33% mind Light radius: +8 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. |
This item will automatically be transmogrified when you leave the level. Dúathedlen HeartDúathedlen Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 2051.03 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Kazor KazorPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil / +4 Mag Changes resistances penetration: +10% blight Changes damage: +3% blight Critical mult.: +31.00% Spell save: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +7 (+0 eff.) Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 117 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Morningtouch (18/107, 27-32.4 power, 8 apr)Morningtouch (18/107, 27-32.4 power, 8 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +4.5% Capacity: 107 Turns elapse between self-loadings: 0 On weapon hit: * 45% chance to blind * Random elemental explosion Damage (Ranged): +14 darkness / +20 blight / +20 light / +8 arcane Damage against: +10% Living When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of stralite shots (23/23, 45-54 power, 5 apr)barbed pouch of stralite shots (23/23, 45-54 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing Damage (Ranged): +13 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots (17/17, 16-19.2 power, 1 apr)pouch of iron shots (17/17, 16-19.2 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots 'Shimmerclash' (20/20, 44.5-53.4 power, 5 apr)pouch of stralite shots 'Shimmerclash' (20/20, 44.5-53.4 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 40 arcane resource burn * Slows global speed by 44% On weapon crit: * wounds the target for 7 turns: 65 bleeding, 108% reduced healing Damage (Ranged): +16 lightning / +14 bleed / +12 mind Burst (radius 1) on hit: +24 lightning / +16 mind Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots of crippling (20/20, 45.5-54.6 power, 5 apr)pouch of stralite shots of crippling (20/20, 45.5-54.6 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +16.5% Capacity: 20 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. tundral pouch of stralite shots of accuracy (19/19, 44.5-53.4 power, 5 apr)tundral pouch of stralite shots of accuracy (19/19, 44.5-53.4 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Damage (Ranged): +11 cold Burst (radius 2) on crit: +12 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. elven-wood totem of thorny skin [power 63] (12 cooldown)elven-wood totem of thorny skin [power 63] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 63 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. void yew wand of trap destruction [power 65] (9 cooldown)void yew wand of trap destruction [power 65] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +3 Void Blast It can be used to disarm traps (65 bonus disarm power, based on Magic) along a range 10 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine 13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Chrai the Superhuman Vector level 9
74th Pyre 122nd year of Ascendancy at 22:03 see stats
By Chrai the Superhuman Vector level 6
74th Pyre 122nd year of Ascendancy at 14:49 see stats
By Chrai the Superhuman Vector level 10
74th Pyre 122nd year of Ascendancy at 22:34 see stats
By Chrai the Superhuman Vector level 20
54th Dusk 122nd year of Ascendancy at 18:34 see stats
By Chrai the Superhuman Vector level 30
28th Haze 122nd year of Ascendancy at 06:42 see stats
By Chrai the Superhuman Vector level 40
28th Haze 122nd year of Ascendancy at 09:07 see stats
By Chrai the Superhuman Vector level 50
35th Haze 122nd year of Ascendancy at 07:45 see stats
By Chrai the Superhuman Vector level 4
74th Pyre 122nd year of Ascendancy at 11:33 see stats
By Chrai the Superhuman Vector level 16
10th Dusk 122nd year of Ascendancy at 15:14 see stats
By Chrai the Superhuman Vector level 2
74th Pyre 122nd year of Ascendancy at 11:25 see stats
By Chrai the Superhuman Vector level 1
74th Pyre 122nd year of Ascendancy at 11:05 see stats
By Chrai the Superhuman Vector level 2
74th Pyre 122nd year of Ascendancy at 11:25 see stats
By Chrai the Superhuman Vector level 4
74th Pyre 122nd year of Ascendancy at 11:30 see stats
By Chrai the Superhuman Vector level 2
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Log
Chrai picks up ( .): blazebringer's steel steamgun of power.
Chrai performs a melee critical strike against Crimson ooze!
Chrai hits Crimson ooze for 6859 physical damage.
Chrai hits Crimson ooze for 24 lightning damage.
Chrai killed Crimson ooze!
Chrai performs a melee critical strike against Crimson ooze!
Crimson ooze shrugs off the critical damage!
Crimson ooze splits in two!
Chrai performs a melee critical strike against Crimson ooze!
Chrai hits Crimson ooze for 1570 physical damage.
Chrai hits Crimson ooze for 24 lightning, 24 lightning (47 total damage).
Chrai killed Crimson ooze!
Chrai performs a melee critical strike against Crimson ooze!
Crimson ooze splits in two!
Chrai performs a melee critical strike against Crimson ooze!
Chrai hits Crimson ooze for 3655 physical damage.
Chrai hits Crimson ooze for 24 lightning damage.
Chrai killed Crimson ooze!
Chrai killed Crimson ooze!
Connection to online server lost, trying to reconnect.
Chrai deactivates Daunting Presence.
Chrai deactivates Daunting Presence.
Chrai deactivates Elemental Harmony.
Chrai deactivates Elemental Harmony.
Chrai deactivates Exploit Weakness.
Chrai deactivates Exploit Weakness.