Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Hulk! 1.4.8 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Archmage |
Level / Exp | 22 / 54% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1010 (base 10) |
Dexterity | 1009 (base 10) |
Constitution | 1009 (base 10) |
Magic | 1014 (base 15) |
Willpower | 1012 (base 13) |
Cunning | 1010 (base 11) |
Resources
Life | 297888/297939 |
Mana | 5257/5257 |
Healing Factor | 2.2709923664122 |
Regeneration | 22707.652671756 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 2 |
Offense: Mainhand
Damage | 378 |
Accuracy | 226 |
Crit Chance | 602% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 191 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 201 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 163 |
Ranged Defense | 163 |
Fatigue | 0 |
Physical Save | 177 |
Spell Save | 178 |
Mental Save | 178 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 100% |
Teleport Resistance | 10% |
Blind Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The target is on fire, taking 54.04 fire damage per turn. Burning |
detrimental effect | Zone-wide effect: A huge thunderstorm rages above you. +10 lightning damage, -10% stun resistance. Thunderstorm |
beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 25) Challenge |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 15)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 17)You completed the challenge and received: Random Artifact: Mayylrata (88% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 19)You completed the challenge and received: Random Artifact: Islamith | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 25)Foes left: 36 | active |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 12)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 13)You completed the challenge and received: Random Artifact: Zubytira (111% power, 3 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 22)You completed the challenge and received: Random Artifact: Duskslice (2 def, 0 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 21)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 23) | failed |
Leave the level in less than 201 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (201) (Level 24)Turns left: 110 You completed the challenge and received: +1 Generic Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Tool | Delukath the iron pickaxe (dig speed 29 turns) Delukath the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Str Blindness immunity: +5% Stun/Freeze immunity: +20% Knockback immunity: +30% Teleport immunity: +10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire 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. |
Main armor | linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | elm vilestaff (100% power, 2 apr, acid element) elm vilestaff (100% power, 2 apr, acid element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
insidious poison infusion of the duelist (299 nature damage, 29% healing reduction) insidious poison infusion of the duelist (299 nature damage, 29% 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: 19 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 298.57 nature damage per turn for 7 turns, and reducing the target's healing received by 29%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (3337% speed; 6 turns) movement infusion of the warrior (3337% speed; 6 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 3337% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (3422% speed; 4 turns) movement infusion of the wizard (3422% speed; 4 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 3422% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 3133 for 4 turns) shielding rune of the duelist (absorb 3133 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 3133 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Galiyagar the Gloomsun Galiyagar the GloomsunInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +12% light / +25% darkness Changes resistances penetration: +15% acid Changes damage: +3% acid Blindness immunity: +25% Amulets can have magical properties. |
Islamith IslamithInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Armour: +6 Fatigue: -7% Changes resistances: +8% physical Changes resistances penetration: +5% physical Changes damage: +6% physical Physical save: +9 (+1 eff.) Life regen: +2.10 Stamina each turn: +0.50 Maximum stamina: +10.00 Amulets can have magical properties. |
Singeumbra SingeumbraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances penetration: +20% fire Changes damage: +24% acid / +12% fire Talent mastery: +0.16 Spell / Water Amulets can have magical properties. |
gold amulet 'Crackleravager' gold amulet 'Crackleravager'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid / 16 lightning Changes resistances: +12% lightning Changes resistances penetration: +15% lightning Changes damage: +6% acid / +6% lightning Physical save: +16 (+2 eff.) Spell save: +13 (+1 eff.) Mental save: +13 (+1 eff.) Amulets can have magical properties. |
gold amulet of teleportation gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 40), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
steel amulet 'Hellsbile' steel amulet 'Hellsbile'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% temporal / +18% light / +12% darkness Mental save: +6 (+0 eff.) Blindness immunity: +22% Confusion immunity: +13% Mindpower: +7 (+0 eff.) Amulets can have magical properties. |
Prismsaw PrismsawInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +6 Wil / +6 Cun / +4 Con Changes resistances: +22% fire Changes resistances penetration: +10% light Changes damage: +11% fire Physical save: +8 (+1 eff.) Mindpower: +7 (+0 eff.) See invisible: +15 Rings can have magical properties. |
Samokan the gold ring Samokan the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Physical power: +8 (+0 eff.) Defense: +8 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +6 Str / +4 Mag / +4 Cun / +6 Con Changes resistances: +6% temporal Changes damage: +3% acid / +6% temporal Spellpower: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
savior's gold ring of power savior's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Spellpower: +8 (+1 eff.) Mindpower: +8 (+0 eff.) Rings can have magical properties. |
steel ring 'Anelefast' steel ring 'Anelefast'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+0 eff.) Changes stats: +5 Str / +10 Con Changes resistances: +1% physical Physical save: +15 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) Stamina each turn: +0.60 Maximum stamina: +10.00 Rings can have magical properties. |
steel ring 'Searvenom' steel ring 'Searvenom'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +7% blight / +3% fire / +6% nature Changes damage: +3% fire Grants telepathy: Humanoid/Orc Poison immunity: +12% Disease immunity: +10% Mental crit. chance: +1% Rings can have magical properties. |
treant's steel ring of frost (+7%) treant's steel ring of frost (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% blight / +22% cold / +6% nature Changes damage: +11% cold Poison immunity: +13% Disease immunity: +16% Rings can have magical properties. |
Beazilarak (120% power, 2 apr) Beazilarak (120% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +9 cold When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +3% temporal Changes resistances penetration: +5% mind Massive two-handed battleaxes. |
Blazebait the steel battleaxe (118% power, 2 apr) Blazebait the steel battleaxe (118% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 119% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +13 temporal When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 13 temporal Changes stats: +1 Cun Changes resistances: +10% temporal Disarm immunity: +32% Massive two-handed battleaxes. |
Ce'Nyldaba (122% power, 2 apr) Ce'Nyldaba (122% power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 darkness Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 mind Damage against: +7% Living When wielded/worn: Changes stats: +3 Dex / +2 Con Hate when firing a critical mind attack: +5.00 See invisible: +12 Massive two-handed battleaxes. |
Cobraflash (142% power, 2 apr) Cobraflash (142% power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 143% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 19 arcane resource burn * Slows global speed by 40% Burst (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +25% nature Equilibrium when hit: +0.08 Massive two-handed battleaxes. |
Elenobers (121% power, 2 apr) Elenobers (121% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +16 temporal When wielded/worn: Damage when hit (Melee): 22 temporal Changes resistances: +19% temporal Spellpower: +10 (+1 eff.) Massive two-handed battleaxes. |
Nerariatira (139% power, 2 apr) Nerariatira (139% power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature / +10 darkness Damage against: +7% Living When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Str Changes resistances: +5% arcane / +3% cold Light radius: +3 Massive two-handed battleaxes. |
Stormpain (138% power, 2 apr) Stormpain (138% power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +38 insidious poison When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes resistances: +6% darkness / +6% lightning Changes resistances penetration: +5% darkness Massive two-handed battleaxes. |
balanced iron battleaxe of erosion (107% power, 1 apr) balanced iron battleaxe of erosion (107% power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 107% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 nature / +9 temporal When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+1 eff.) Disarm immunity: +28% Massive two-handed battleaxes. |
chilling steel battleaxe of daylight (125% power, 2 apr) chilling steel battleaxe of daylight (125% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 light / +12 cold Damage against: +13% Undead Massive two-handed battleaxes. |
dwarven-steel battleaxe of ruin (138% power, 2 apr) dwarven-steel battleaxe of ruin (138% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Critical mult.: +17.00% Massive two-handed battleaxes. |
flaming iron battleaxe of daylight (113% power, 1 apr) flaming iron battleaxe of daylight (113% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 113% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 light Burst (radius 1) on hit: +7 fire Damage against: +9% Undead Massive two-handed battleaxes. |
flaming steel battleaxe (122% power, 2 apr) flaming steel battleaxe (122% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire Massive two-handed battleaxes. |
insidious dwarven-steel battleaxe of massacre (157% power, 2 apr) insidious dwarven-steel battleaxe of massacre (157% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 158% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +20 insidious poison Massive two-handed battleaxes. |
slime-covered steel battleaxe of erosion (123% power, 2 apr) slime-covered steel battleaxe of erosion (123% power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 123% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 10% Damage (Melee): +9 temporal / +10 nature Massive two-handed battleaxes. |
thought-forged steel battleaxe of erosion (118% power, 2 apr) thought-forged steel battleaxe of erosion (118% power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 119% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +7 temporal / +12 mind / +7 nature When wielded/worn: Changes stats: +3 Cun / +3 Wil Massive two-handed battleaxes. |
Blacksquall the steel dagger (102% power, 6 apr) Blacksquall the steel dagger (102% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 darkness When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +4 (+0 eff.) Changes stats: +3 Con Disarm immunity: +18% Light radius: +1 See invisible: +3 Sharp, short and deadly. |
Corpsequencher (98% power, 8 apr) Corpsequencher (98% power, 8 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning When wielded/worn: Changes stats: +5 Str / +1 Dex Changes resistances: +3% nature Sharp, short and deadly. |
Mayylrata (88% power, 6 apr) Mayylrata (88% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 89% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Mind Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 insidious poison Burst (radius 2) on crit: +4 mind When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances: +9% mind / +3% acid Sharp, short and deadly. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
acidic dwarven-steel dagger of paradox (115% power, 7 apr) acidic dwarven-steel dagger of paradox (115% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +4 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +4% temporal Sharp, short and deadly. |
acidic dwarven-steel dagger of paradox (121% power, 7 apr) acidic dwarven-steel dagger of paradox (121% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +7 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +7% temporal Sharp, short and deadly. |
acidic steel dagger (103% power, 6 apr) acidic steel dagger (103% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Sharp, short and deadly. |
acidic steel dagger of massacre (116% power, 6 apr) acidic steel dagger of massacre (116% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 116% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Sharp, short and deadly. |
arcing dwarven-steel dagger of the mystic (120% power, 7 apr) arcing dwarven-steel dagger of the mystic (120% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 121% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning When wielded/worn: Changes stats: +1 Mag / +2 Wil Spellpower: +7 (+1 eff.) Sharp, short and deadly. |
arcing iron dagger of massacre (109% power, 5 apr) arcing iron dagger of massacre (109% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 109% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning Sharp, short and deadly. |
arcing steel dagger of erosion (104% power, 6 apr) arcing steel dagger of erosion (104% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +4 temporal / +6 nature Sharp, short and deadly. |
balanced iron dagger of erosion (101% power, 5 apr) balanced iron dagger of erosion (101% power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +4 (+0 eff.) Disarm immunity: +18% Sharp, short and deadly. |
balanced steel dagger of erosion (101% power, 6 apr) balanced steel dagger of erosion (101% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 nature / +4 temporal When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +4 (+0 eff.) Disarm immunity: +20% Sharp, short and deadly. |
chilling iron dagger of vileness (101% power, 5 apr) chilling iron dagger of vileness (101% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +4 blight / +7 cold Sharp, short and deadly. |
dwarven-steel dagger of dampening (121% power, 7 apr) dwarven-steel dagger of dampening (121% power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% acid / +8% fire / +6% lightning / +8% cold Spell save: +7 (+0 eff.) Sharp, short and deadly. |
flaming dwarven-steel dagger of vileness (116% power, 7 apr) flaming dwarven-steel dagger of vileness (116% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +13 blight Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
flaming steel dagger (108% power, 6 apr) flaming steel dagger (108% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Sharp, short and deadly. |
flaming steel dagger of daylight (103% power, 6 apr) flaming steel dagger of daylight (103% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 light Burst (radius 1) on hit: +4 fire Damage against: +8% Undead Sharp, short and deadly. |
insidious steel dagger of dampening (107% power, 6 apr) insidious steel dagger of dampening (107% power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 insidious poison When wielded/worn: Changes resistances: +7% acid / +9% fire / +8% lightning / +7% cold Spell save: +6 (+0 eff.) Sharp, short and deadly. |
quick steel dagger (104% power, 6 apr) quick steel dagger (104% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Dex Sharp, short and deadly. |
slime-covered iron dagger of massacre (112% power, 5 apr) slime-covered iron dagger of massacre (112% power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 112% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% Sharp, short and deadly. |
steel dagger (107% power, 6 apr) steel dagger (107% power, 6 apr)Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
steel dagger of massacre (114% power, 6 apr) steel dagger of massacre (114% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 114% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
steel dagger of massacre (115% power, 6 apr) steel dagger of massacre (115% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 115% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
thought-forged steel dagger of daylight (100% power, 6 apr) thought-forged steel dagger of daylight (100% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 100% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +8 mind / +6 light Damage against: +5% Undead When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, short and deadly. |
thought-forged steel dagger of massacre (114% power, 6 apr) thought-forged steel dagger of massacre (114% power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 114% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, short and deadly. |
Boromalen the steel greatmaul (132% power, 2 apr) Boromalen the steel greatmaul (132% power, 2 apr)Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 insidious poison When wielded/worn: Damage when hit (Melee): 4 blight Changes damage: +6% blight Vim when firing critical spell: +4.00 Spell crit. chance: +5% Massive two-handed mauls. |
Earefang the Dazzlehack (165% power, 2 apr) Earefang the Dazzlehack (165% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +12 nature / +17 temporal Burst (radius 2) on crit: +4 light When wielded/worn: Spell save: +9 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Gilaharafast the steel greatmaul (150% power, 2 apr) Gilaharafast the steel greatmaul (150% power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 111% On weapon hit: * Slows global speed by 10% * leeches stamina from the target Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +10 (+1 eff.) Damage when hit (Melee): 12 nature slow Changes stats: +3 Dex Changes resistances penetration: +5% acid Changes damage: +12% acid Massive two-handed mauls. |
Growlace the dwarven-steel greatmaul (153% power, 4 apr) Growlace the dwarven-steel greatmaul (153% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 light / +8 nature Burst (radius 1) on hit: +8 physical Damage against: +17% Undead When wielded/worn: Changes stats: +5 Dex Physical save: +18 (+2 eff.) Massive two-handed mauls. |
arcing iron greatmaul of daylight (117% power, 1 apr) arcing iron greatmaul of daylight (117% 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. Power: 117% Range: 1.5x Uses stat: 120% Str Damage type: Physical 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): +9 lightning / +9 light Damage against: +7% Undead Massive two-handed mauls. |
dwarven-steel greatmaul (154% power, 2 apr) dwarven-steel greatmaul (154% power, 2 apr)Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
flaming iron greatmaul of paradox (113% power, 1 apr) flaming iron greatmaul of paradox (113% 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. Power: 113% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 temporal Burst (radius 1) on hit: +9 fire When wielded/worn: Damage when hit (Melee): 9 temporal Changes resistances: +9% temporal Massive two-handed mauls. |
flaming steel greatmaul of massacre (143% power, 2 apr) flaming steel greatmaul of massacre (143% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 144% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire Massive two-handed mauls. |
insidious dwarven-steel greatmaul (153% power, 2 apr) insidious dwarven-steel greatmaul (153% power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +17 insidious poison Massive two-handed mauls. |
manaburning steel greatmaul of erosion (134% power, 2 apr) manaburning steel greatmaul of erosion (134% power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn Damage (Melee): +7 temporal / +10 nature Massive two-handed mauls. |
steel greatmaul (136% power, 2 apr) steel greatmaul (136% power, 2 apr)Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
steel greatmaul (131% power, 2 apr) steel greatmaul (131% power, 2 apr)Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 131% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
steel greatmaul 'Infernoreign' (138% power, 2 apr) steel greatmaul 'Infernoreign' (138% power, 2 apr)Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 temporal / +7 nature / +8 fire When wielded/worn: Damage when hit (Melee): 12 physical Changes stats: +3 Str Only die when reaching: -60.00 life Massive two-handed mauls. |
Gimitha the Wretchbiter (143% power, 2 apr) Gimitha the Wretchbiter (143% power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Nature Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 nature / +10 temporal Burst (radius 1) on hit: +16 nature When wielded/worn: Changes resistances: +9% blight / +9% cold Changes resistances penetration: +10% nature Changes damage: +6% nature Spell save: +30 (+3 eff.) Massive two-handed swords. |
Islille (144% power, 2 apr) Islille (144% power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 nature / +14 temporal When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +2 Mag Changes resistances: +6% blight Changes damage: +18% arcane Spellpower on spell critical (stacks up to 3 times): +6 Massive two-handed swords. |
Runyrakor (160% power, 2 apr) Runyrakor (160% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 nature / +17 temporal When wielded/worn: Changes resistances: +6% fire / +6% temporal Mental save: +9 (+1 eff.) Only die when reaching: -40.00 life Massive two-handed swords. |
arcing steel greatsword (128% power, 2 apr) arcing steel greatsword (128% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 128% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning Massive two-handed swords. |
balanced iron greatsword of erosion (109% power, 1 apr) balanced iron greatsword of erosion (109% power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 109% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature / +7 temporal When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Disarm immunity: +29% Massive two-handed swords. |
caustic iron greatsword (118% power, 1 apr) caustic iron greatsword (118% power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 118% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 9% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +9% acid Life regen: +0.70 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword (142% power, 2 apr)dwarven-steel greatsword (142% power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
dwarven-steel greatsword 'Kohell' (142% power, 2 apr) dwarven-steel greatsword 'Kohell' (142% power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 insidious poison / +4 blight When wielded/worn: Damage when hit (Melee): 12 arcane / 20 blight Changes stats: +2 Mag Changes damage: +9% mind Mental save: +3 (+0 eff.) Psi when hit: +0.04 Massive two-handed swords. |
hateful iron greatsword (117% power, 1 apr) hateful iron greatsword (117% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 117% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living Massive two-handed swords. |
hateful steel greatsword of phasing (126% power, 9 apr) hateful steel greatsword of phasing (126% power, 9 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Damage (Melee): +7 darkness Damage against: +9% Living Massive two-handed swords. |
insidious steel greatsword of dampening (126% power, 2 apr) insidious steel greatsword of dampening (126% power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +23 insidious poison When wielded/worn: Changes resistances: +12% acid / +12% fire / +13% lightning / +12% cold Spell save: +10 (+1 eff.) Massive two-handed swords. |
insidious steel greatsword of massacre (137% power, 2 apr) insidious steel greatsword of massacre (137% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 137% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +26 insidious poison Massive two-handed swords. |
iron greatsword (113% power, 1 apr) iron greatsword (113% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
iron greatsword of dampening (113% power, 1 apr) iron greatsword of dampening (113% power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +10% fire / +12% lightning / +10% cold Spell save: +9 (+1 eff.) Massive two-handed swords. |
steel greatsword (120% power, 2 apr) steel greatsword (120% power, 2 apr)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 121% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
steel greatsword 'Blazerupture' (123% power, 2 apr) steel greatsword 'Blazerupture' (123% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 123% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind * Projects up to 3 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 On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +9 lightning Massive two-handed swords. |
steel greatsword 'Velemina' (133% power, 2 apr) steel greatsword 'Velemina' (133% power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 134% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * 25% chance to remove a magical effect Damage Shield penetration (this weapon only): +40% Damage (Melee): +9 nature Burst (radius 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% physical Massive two-handed swords. |
thought-forged steel greatsword (125% power, 2 apr) thought-forged steel greatsword (125% power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 125% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Massive two-handed swords. |
Demonjeer DemonjeerRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +8 lightning Burst (radius 2) on crit: +4 physical When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Changes stats: +2 Str / +1 Dex Changes resistances penetration: +10% darkness Changes damage: +12% lightning Longbows are used to shoot arrows at your foes. |
Flashminister the yew longbow Flashminister the yew longbowRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +5 Con Changes resistances: +3% light / +9% darkness Changes resistances penetration: +20% darkness / +15% light Talent mastery: +0.15 Wild-gift / Fungus Light radius: +2 It can be used to regenerate 126 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Nydil NydilRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +3 Changes stats: +3 Dex / +3 Con Talent mastery: +0.15 Wild-gift / Fungus Maximum encumbrance: +10 Stamina each turn: +0.60 Maximum life: +20.00 Healing mod.: +5% It can be used to regenerate 114 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Thunderraven ThunderravenRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to cause random gloom * 40% chance to daze at end of turn Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +3.0% Changes resistances penetration: +20% mind Changes damage: +12% mind Longbows are used to shoot arrows at your foes. |
ash longbow 'Flarebloom' ash longbow 'Flarebloom'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +8 (+0 eff.) Changes stats: +5 Str Changes resistances penetration: +10% fire Changes damage: +3% fire Infravision radius: +3 See invisible: +9 Longbows are used to shoot arrows at your foes. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
elm longbow of acid elm longbow of acidRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 acid When wielded/worn: Changes damage: +12% acid Longbows are used to shoot arrows at your foes. |
elm longbow of power elm longbow of powerRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +14% physical Longbows are used to shoot arrows at your foes. |
mighty ash longbow mighty ash longbowRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +9 (+0 eff.) Changes stats: +5 Str Longbows are used to shoot arrows at your foes. |
mighty elm longbow mighty elm longbowRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +8 (+0 eff.) Changes stats: +2 Str Longbows are used to shoot arrows at your foes. |
mighty elm longbow of lightning mighty elm longbow of lightningRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 lightning When wielded/worn: Physical power: +9 (+0 eff.) Changes stats: +3 Str Changes damage: +14% lightning Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of power ranger's ash longbow of powerRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +12% physical Changes damage: +15% physical Longbows are used to shoot arrows at your foes. |
runic elm longbow runic elm longbowRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +2 Mag Changes damage: +9% arcane Spellpower: +9 (+1 eff.) Longbows are used to shoot arrows at your foes. |
steady ash longbow of acid steady ash longbow of acidRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +9 acid When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +3.0% Changes damage: +12% acid Longbows are used to shoot arrows at your foes. |
steady ash longbow of acid steady ash longbow of acidRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +8 acid When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +3.0% Changes damage: +12% acid Longbows are used to shoot arrows at your foes. |
steady elm longbow of cold steady elm longbow of coldRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +9 cold When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +3.0% Changes damage: +14% cold Longbows are used to shoot arrows at your foes. |
steady elm longbow of lightning steady elm longbow of lightningRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +9 lightning When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +2.0% Changes damage: +14% lightning Longbows are used to shoot arrows at your foes. |
yew longbow of nature yew longbow of natureRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +21 nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +11% nature Longbows are used to shoot arrows at your foes. |
Anarath (115% power, 2 apr) Anarath (115% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +3% mind Mental save: +9 (+1 eff.) Psi when hit: +0.08 Mental crit. chance: +2% Sharp, long, and deadly. |
Brenyhell the Sootpall (128% power, 4 apr) Brenyhell the Sootpall (128% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 128% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +15 insidious poison Burst (radius 1) on hit: +8 mind When wielded/worn: Changes resistances: +6% mind Changes damage: +6% darkness / +12% mind Sharp, long, and deadly. |
Zubytira (111% power, 3 apr) Zubytira (111% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +4 arcane / +9 cold Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 arcane / +4 mind When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Changes resistances penetration: +5% physical / +15% arcane / +5% mind Sharp, long, and deadly. |
balanced steel longsword (111% power, 3 apr) balanced steel longsword (111% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+0 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
hateful iron longsword (102% power, 2 apr) hateful iron longsword (102% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +6% Living Sharp, long, and deadly. |
inquisitor's dwarven-steel longsword (125% power, 4 apr) inquisitor's dwarven-steel longsword (125% power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn On weapon crit: * burns latent spell energy Sharp, long, and deadly. |
iron longsword of vileness (103% power, 2 apr) iron longsword of vileness (103% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 6% chance to disease Damage (Melee): +8 blight Sharp, long, and deadly. |
manaburning iron longsword (104% power, 2 apr) manaburning iron longsword (104% power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn Sharp, long, and deadly. |
steel longsword 'Hahek' (108% power, 3 apr) steel longsword 'Hahek' (108% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid When wielded/worn: Fatigue: -4% Changes stats: +8 Dex / +3 Cun Infravision radius: +3 Sharp, long, and deadly. |
steel longsword 'Kadin' (111% power, 3 apr) steel longsword 'Kadin' (111% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Mind Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +7 darkness / +12 mind Burst (radius 1) on hit: +5 fire Damage against: +6% Living When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +9% mind Sharp, long, and deadly. |
steel longsword 'Vorerida' (111% power, 3 apr) steel longsword 'Vorerida' (111% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to disease Damage when hit (Melee): 12 blight Changes resistances penetration: +20% blight Changes damage: +3% temporal Sharp, long, and deadly. |
steel longsword of erosion (111% power, 3 apr) steel longsword of erosion (111% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 nature / +5 temporal Sharp, long, and deadly. |
Adoretta the steel mace (120% power, 3 apr) Adoretta the steel mace (120% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical power: +4 (+0 eff.) Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Changes resistances: +3% blight / +12% fire / +3% lightning / +12% cold Blunt and deadly. |
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+1 eff.) It can be used to activate talent Battle Call (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Eiliniletha the Shockworth (110% power, 3 apr) Eiliniletha the Shockworth (110% power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +6% Living When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +9% fire Changes damage: +6% fire Blunt and deadly. |
Ereromimnir (121% power, 3 apr) Ereromimnir (121% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +6 acid When wielded/worn: Changes stats: +3 Str / +3 Cun See invisible: +3 Blunt and deadly. |
Gloryrille the Abyssstone (105% power, 2 apr) Gloryrille the Abyssstone (105% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +9% acid Changes resistances penetration: +20% acid Changes damage: +3% acid Blunt and deadly. |
Polorin (132% power, 3 apr) Polorin (132% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 132% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +20 insidious poison When wielded/worn: Armour: +4 Changes resistances: +6% cold Spell save: +3 (+0 eff.) Pinning immunity: +15% Blunt and deadly. |
Prismrace the iron mace (103% power, 2 apr) Prismrace the iron mace (103% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 12 lightning Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +18% light / +6% lightning Light radius: +1 Blunt and deadly. |
arcing steel mace of massacre (121% power, 3 apr) arcing steel mace of massacre (121% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning Blunt and deadly. |
balanced dwarven-steel mace of erosion (130% power, 4 apr) balanced dwarven-steel mace of erosion (130% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 nature / +9 temporal When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+0 eff.) Disarm immunity: +25% Blunt and deadly. |
balanced steel mace of massacre (121% power, 3 apr) balanced steel mace of massacre (121% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+0 eff.) Disarm immunity: +20% Blunt and deadly. |
balanced steel mace of the mystic (103% power, 3 apr) balanced steel mace of the mystic (103% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+0 eff.) Changes stats: +2 Mag / +3 Wil Disarm immunity: +22% Spellpower: +5 (+1 eff.) Blunt and deadly. |
dwarven-steel mace 'Cuthosta' (132% power, 4 apr) dwarven-steel mace 'Cuthosta' (132% 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 Power: 133% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +6 fire When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +1 Cun / +2 Con Disarm immunity: +25% Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Blunt and deadly. |
flaming iron mace (105% power, 2 apr) flaming iron mace (105% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire Blunt and deadly. |
iron mace (105% power, 2 apr) iron mace (105% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
iron mace of daylight (105% power, 2 apr) iron mace of daylight (105% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 light Damage against: +7% Undead Blunt and deadly. |
iron mace of massacre (118% power, 2 apr) iron mace of massacre (118% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
steel mace of erosion (110% power, 3 apr) steel mace of erosion (110% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 nature / +7 temporal Blunt and deadly. |
steel mace of purging (110% power, 3 apr) steel mace of purging (110% power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +9 nature Blunt and deadly. |
Berygar the Nightnull (85% power, 18 apr, nature damage) Berygar the Nightnull (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 blight When wielded/worn: Damage when hit (Melee): 3 mind / 11 darkness Changes stats: +1 Wil Changes resistances penetration: +10% darkness Changes damage: +3% mind / +2% darkness / +12% arcane Spell save: +3 (+0 eff.) Mana each turn: +0.04 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. |
Halamas the vined mindstar (83% power, 18 apr, mind damage) Halamas the vined mindstar (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 84% Range: 1.1x Uses stats: 35% Wil, 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: Changes resistances penetration: +6% mind / +6% darkness Changes damage: +4% acid / +5% mind / +8% darkness Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Equilibrium when hit: +0.88 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +20 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kinetic Focus (88% power, 18 apr, physical damage) Kinetic Focus (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Neramira the Weepbile (97% power, 24 apr, nature damage) Neramira the Weepbile (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 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% On weapon hit: * Slows global speed by 20% When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +15% lightning Physical save: +3 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Life regen: +1.10 Equilibrium when hit: +0.50 Maximum life: +20.00 Mindpower: +10 (+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. |
Nimbusvalor the vined mindstar (85% power, 18 apr, nature damage) Nimbusvalor the vined mindstar (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +8 lightning When wielded/worn: Fatigue: -6% Changes stats: +4 Con / +4 Wil Changes damage: +2% acid / +9% lightning Equilibrium when hit: +0.50 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. |
Samilin the thorny mindstar (98% power, 24 apr, nature damage) Samilin the thorny mindstar (98% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 40% Wil, 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% Burst (radius 1) on hit: +4 mind When wielded/worn: Effects when hit in melee: * Slows global speed by 2% Damage when hit (Melee): 20 mind Changes stats: +2 Wil Changes damage: +2% nature / +6% mind Physical save: +4 (+1 eff.) Mindpower: +10 (+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. |
Skyradiance (85% power, 18 apr, mind damage) Skyradiance (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 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% Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +3% temporal / +9% light / +3% blight / +6% fire / +5% arcane Changes damage: +3% acid Equilibrium when hit: +1.00 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. |
Tuluregolen the Scorchrupture (85% power, 18 apr, nature damage) Tuluregolen the Scorchrupture (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 blight / +4 fire When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +10% arcane Changes damage: +3% nature Disease immunity: +13% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 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. |
blooming vined mindstar (85% power, 18 apr, nature damage) blooming vined mindstar (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +17 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming vined mindstar of balance (81% power, 18 apr, nature damage) blooming vined mindstar of balance (81% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +3 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +3 (+0 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar (83% power, 18 apr, mind damage) creative vined mindstar (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 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: Changes stats: +3 Cun Critical mult.: +8.00% 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. |
creative vined mindstar of the jelly (87% power, 18 apr, nature damage) creative vined mindstar of the jelly (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes damage: +4% acid Critical mult.: +5.00% Equilibrium when hit: +0.70 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. |
gifted mossy mindstar (72% power, 12 apr, mind damage) gifted mossy mindstar (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 30% Wil, 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: Mindpower: +5 (+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. |
gifted mossy mindstar of life (75% power, 12 apr, mind damage) gifted mossy mindstar of life (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 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: Life regen: +0.60 Maximum life: +12.00 Mindpower: +5 (+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. |
gifted thorny mindstar (93% power, 24 apr, mind damage) gifted thorny mindstar (93% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +9 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar of balance (83% power, 18 apr, mind damage) gifted vined mindstar of balance (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 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: Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +3 (+0 eff.) Equilibrium when hit: +0.70 Mindpower: +7 (+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. |
horrifying mossy mindstar of life (72% power, 12 apr, nature damage) horrifying mossy mindstar of life (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +2% mind / +2% darkness Life regen: +0.70 Maximum life: +10.00 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. |
horrifying mossy mindstar of the jelly (75% power, 12 apr, mind damage) horrifying mossy mindstar of the jelly (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 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): 2 mind / 2 darkness Changes damage: +2% acid / +2% mind / +2% darkness Equilibrium when hit: +0.60 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. |
horrifying pulsing mindstar of the jelly (108% power, 32 apr, mind damage) horrifying pulsing mindstar of the jelly (108% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 45% Wil, 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: Damage when hit (Melee): 5 mind / 2 darkness Changes damage: +6% acid / +3% mind / +2% darkness Equilibrium when hit: +0.70 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar (96% power, 24 apr, mind damage) horrifying thorny mindstar (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +2% mind / +2% darkness Mindpower: +6 (+0 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. |
horrifying thorny mindstar (100% power, 24 apr, nature damage) horrifying thorny mindstar (100% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 40% Wil, 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: Damage when hit (Melee): 4 mind / 2 darkness Changes damage: +3% mind / +4% darkness Mindpower: +6 (+0 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. |
horrifying vined mindstar (87% power, 18 apr, mind damage) horrifying vined mindstar (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 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): 3 mind / 2 darkness Changes damage: +2% mind / +3% darkness 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. |
manaburning mossy mindstar (77% power, 12 apr, nature damage) manaburning mossy mindstar (77% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn When wielded/worn: Changes resistances: +3% arcane 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. |
mossy mindstar (77% power, 12 apr, mind damage) mossy mindstar (77% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 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: 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. |
mossy mindstar 'Korimas' (77% power, 12 apr, mind damage) mossy mindstar 'Korimas' (77% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 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: Changes stats: +1 Cun Changes resistances penetration: +20% mind Equilibrium when hit: +0.08 Mindpower: +4 (+0 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. |
mossy mindstar of life (75% power, 12 apr, nature damage) mossy mindstar of life (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +10.00 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. |
thorny mindstar of the jelly (94% power, 24 apr, nature damage) thorny mindstar of the jelly (94% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 40% Wil, 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: Changes damage: +5% acid Equilibrium when hit: +1.10 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Baramas' (81% power, 18 apr, nature damage) vined mindstar 'Baramas' (81% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Changes resistances: +4% blight / +6% temporal Changes damage: +6% nature Physical save: +2 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +3 (+0 eff.) Disease immunity: +23% Equilibrium when hit: +0.90 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Blastwedge' (85% power, 18 apr, nature damage) vined mindstar 'Blastwedge' (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar is wrathful to the hated. Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature 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): 4 lightning Changes resistances: +3% blight / +15% nature / +3% darkness Changes damage: +6% lightning Spell save: +12 (+1 eff.) Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +4 (+0 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. |
vined mindstar 'Eclipsemoon' (85% power, 18 apr, nature damage) vined mindstar 'Eclipsemoon' (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction Damage (Melee): +4 darkness Burst (radius 1) on hit: +8 darkness When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +2 Cun / +1 Wil Life regen: +0.70 Maximum life: +10.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Greentrail' (85% power, 18 apr, nature damage) vined mindstar 'Greentrail' (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 nature Burst (radius 1) on hit: +4 fire When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil Changes resistances penetration: +20% nature Physical save: +3 (+1 eff.) 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. |
vined mindstar 'Nimbusbane' (87% power, 18 apr, mind damage) vined mindstar 'Nimbusbane' (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 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% On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +5% mind Changes damage: +3% lightning Critical mult.: +5.00% Mental save: +9 (+1 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Splendourvagrant' (85% power, 18 apr, mind damage) vined mindstar 'Splendourvagrant' (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 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: Effects on melee hit: * 15% chance to blind * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 3 mind / 2 darkness Changes resistances penetration: +5% light Changes damage: +3% mind / +9% darkness Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of clarity (87% power, 18 apr, nature damage) vined mindstar of clarity (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +3 (+0 eff.) Maximum psi: +14.00 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. |
vined mindstar of life (87% power, 18 apr, nature damage) vined mindstar of life (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.80 Maximum life: +10.00 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. |
vined mindstar of resolve (83% power, 18 apr, mind damage) vined mindstar of resolve (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 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: Changes stats: +2 Wil Physical save: +2 (+1 eff.) 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. |
vined mindstar of slime (85% power, 18 apr, mind damage) vined mindstar of slime (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 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: Effects when hit in melee: * Slows global speed by 3% Changes damage: +4% nature 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. |
vined mindstar of slime (81% power, 18 apr, nature damage) vined mindstar of slime (81% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes damage: +3% nature 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. |
vined mindstar of the jelly (85% power, 18 apr, nature damage) vined mindstar of the jelly (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +4% acid Equilibrium when hit: +0.70 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. |
vined mindstar of the jelly (85% power, 18 apr, nature damage) vined mindstar of the jelly (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +2% acid Equilibrium when hit: +0.70 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. |
Blazerain BlazerainRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +13 cold Burst (radius 2) on crit: +2 acid When wielded/worn: Changes stats: +2 Dex Changes resistances: +6% acid Changes damage: +6% light / +22% cold Light radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Cuthyhell the Flameswift Cuthyhell the FlameswiftRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 fire Burst (radius 1) on hit: +4 nature / +2 fire Burst (radius 2) on crit: +2 fire When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +3.0% Physical power: +7 (+0 eff.) Changes stats: +3 Str Changes resistances: +6% fire Changes damage: +9% fire Slings are used to hurl stones or metal shots at your foes. |
Deepsvault DeepsvaultRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 On weapon hit: * 20% chance to corrode armour by 30% Travel speed: +200% Damage (Ranged): +5 cold Burst (radius 2) on crit: +2 darkness When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +10.0% Changes resistances: +3% darkness Changes resistances penetration: +15% acid Changes damage: +10% cold Slings are used to hurl stones or metal shots at your foes. |
Siliba SilibaRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Defense: +4 (+0 eff.) Poison immunity: +5% Resist all after a teleport: +4% Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Falohek' cured leather sling 'Falohek'Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +1 Str / +2 Wil / +2 Cun / +7 Con Talent mastery: +0.20 Wild-gift / Fungus See invisible: +3 It can be used to regenerate 68 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of recursion hardened leather sling of recursionRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of fire rough leather sling of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 fire When wielded/worn: Changes damage: +8% fire Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling steady cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Slings are used to hurl stones or metal shots at your foes. |
Adyta (117% power, 3 apr, fire element) Adyta (117% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +3% blight / +18% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +8 (+1 eff.) Spell crit. chance: +8% Mindpower: +2 (+0 eff.) Staves designed for wielders of magic, by the greats of the art. |
Blindvein (111% power, 3 apr, fire element) Blindvein (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 8% chance to disease Changes resistances penetration: +10% acid Changes damage: +9% light / +15% fire Talent granted: +1 Command Staff Physical save: +5 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +7 (+0 eff.) Mana each turn: +0.12 Vim when firing critical spell: +1.00 Maximum mana: +38.00 Maximum vim: +10.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Eclipse (117% power, 4 apr, physical element) Eclipse (117% power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Galurath (111% power, 3 apr, blight element) Galurath (111% power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 12 blight Changes resistances: +8% blight Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +22.00% Spell save: +6 (+0 eff.) Mana when firing critical spell: +2.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Isebrenor the yew magestaff (120% power, 4 apr, fire element) Isebrenor the yew magestaff (120% 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. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+1 eff.) Effects on melee hit: * 10% chance to blind Damage when hit (Melee): 20 mind Changes resistances penetration: +15% arcane Changes damage: +20% fire Grants telepathy: Dragon Talent granted: +1 Command Staff Psi when hit: +0.08 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 211.60 light damage. Staves designed for wielders of magic, by the greats of the art. |
Isliba the Sunshine (115% power, 3 apr, arcane element) Isliba the Sunshine (115% power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 115% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +5% fire Changes damage: +17% arcane Talent granted: +1 Command Staff Physical save: +7 (+1 eff.) Spell save: +5 (+0 eff.) Mental save: +9 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Mayylaith (111% power, 3 apr, acid element) Mayylaith (111% power, 3 apr, acid element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Mag Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +31.00% Spell save: +3 (+0 eff.) Mental save: +3 (+0 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Muckravager (120% power, 4 apr, darkness element) Muckravager (120% power, 4 apr, darkness element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes resistances: +3% nature Changes damage: +20% darkness / +9% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Penitence (111% power, 4 apr, darkness element) Penitence (111% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% darkness Damage affinity(heal): +20% darkness Talent granted: +1 Command Staff Spell save: +15 (+1 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to cure up to 9 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Starhack the ash starstaff (111% power, 3 apr, light element) Starhack the ash starstaff (111% power, 3 apr, light element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 light When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 30% chance to blind Changes resistances penetration: +15% light Changes damage: +18% light / +9% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of illumination (111% power, 3 apr, fire element) ash magestaff of illumination (111% power, 3 apr, fire element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+0 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 211.60 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of fate (111% power, 3 apr, physical element) ash starstaff of fate (111% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +6 (+0 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (111% power, 3 apr, darkness element) ash vilestaff (111% power, 3 apr, darkness element)Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of wizardry (111% power, 3 apr, fire element) cruel ash magestaff of wizardry (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes stats: +2 Mag / +3 Wil Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Maximum mana: +10.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
earthen ash starstaff of projection (111% power, 3 apr, temporal element) earthen ash starstaff of projection (111% power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +3% Changes damage: +15% temporal Talent granted: +1 Command Staff Physical save: +2 (+1 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +4% It can be used to project a bolt elemental energy from the staff (to range 7) dealing 421.99 to 506.38 temporal damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
earthen elm magestaff of might (100% power, 2 apr, arcane element) earthen elm magestaff of might (100% power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Changes damage: +10% arcane Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
earthen yew starstaff of projection (120% power, 4 apr, light element) earthen yew starstaff of projection (120% power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +4% Changes damage: +20% light Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spellpower: +11 (+1 eff.) Spell crit. chance: +5% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 459.42 to 551.31 light damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
earthen yew vilestaff of might (120% power, 4 apr, acid element) earthen yew vilestaff of might (120% power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +2% Changes damage: +20% acid Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, lightning element) elm magestaff (100% power, 2 apr, lightning element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, arcane element) elm magestaff (100% power, 2 apr, arcane element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (100% power, 2 apr, physical element) elm starstaff (100% power, 2 apr, physical element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of illumination (100% power, 2 apr, blight element) elm vilestaff of illumination (100% power, 2 apr, blight element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+0 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 286.81 light damage. Staves designed for wielders of magic, by the greats of the art. |
greater ash starstaff (111% power, 3 apr, darkness element) greater ash starstaff (111% power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical / +15% temporal / +15% darkness / +15% light Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of fate (117% power, 3 apr, cold element) potent ash magestaff of fate (117% power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% cold Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +5 (+0 eff.) Spellpower: +8 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of fate (115% power, 3 apr, fire element) potent ash magestaff of fate (115% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 115% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% fire Talent granted: +1 Command Staff Physical save: +5 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+0 eff.) Spellpower: +8 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (115% power, 3 apr, lightning element) potent ash magestaff of might (115% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 115% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% lightning Talent granted: +1 Command Staff Spellpower: +8 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff (117% power, 3 apr, darkness element) potent ash vilestaff (117% power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% darkness Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff (107% power, 2 apr, acid element) potent elm vilestaff (107% power, 2 apr, acid element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 107% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% acid Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff (111% power, 3 apr, lightning element) shimmering ash magestaff (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff (111% power, 3 apr, fire element) shimmering ash magestaff (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.19 Maximum mana: +43.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff (100% power, 2 apr, fire element) shimmering elm magestaff (100% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +32.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering yew vilestaff of power (120% power, 4 apr, acid element) shimmering yew vilestaff of power (120% power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery 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 Mana each turn: +0.20 Maximum mana: +42.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (120% power, 4 apr, fire element) yew magestaff (120% power, 4 apr, fire element)Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire 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. |
yew magestaff (120% power, 4 apr, fire element) yew magestaff (120% power, 4 apr, fire element)Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire 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. |
yew magestaff 'Cloudwend' (120% power, 4 apr, fire element) yew magestaff 'Cloudwend' (120% 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. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 5% chance to blind Damage when hit (Melee): 12 lightning Changes resistances: +3% acid / +3% fire / +6% cold Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 286.81 light damage. Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (120% power, 4 apr, blight element) yew vilestaff (120% power, 4 apr, blight element)Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight 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. |
yew vilestaff 'Blindsmasher' (120% power, 4 apr, blight element) yew vilestaff 'Blindsmasher' (120% power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 darkness When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% light / +9% temporal / +6% nature / +6% darkness Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Arebreta (102% power, 3 apr) Arebreta (102% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature / +6 temporal When wielded/worn: Physical power: +6 (+0 eff.) Armour: +4 Knockback immunity: +5% Teleport immunity: +30% Healing mod.: +5% One-handed war axes. |
Areroddavon the iron waraxe (104% power, 2 apr) Areroddavon the iron waraxe (104% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal When wielded/worn: Changes stats: +10 Wil Spellpower: +2 (+0 eff.) Spell crit. chance: +2% One-handed war axes. |
Crackledare (102% power, 3 apr) Crackledare (102% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Burst (radius 1) on hit: +8 lightning / +5 fire When wielded/worn: Changes resistances: +6% mind Changes damage: +3% mind / +3% lightning One-handed war axes. |
Darkwish (120% power, 4 apr) Darkwish (120% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 nature / +5 temporal When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% mind / +6% nature Physical save: +6 (+1 eff.) Cut immunity: +40% One-handed war axes. |
Dayfiend the steel waraxe (113% power, 3 apr) Dayfiend the steel waraxe (113% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 113% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 light When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+0 eff.) Damage when hit (Melee): 4 mind / 8 light Changes resistances: +12% mind Changes resistances penetration: +10% mind Disarm immunity: +25% One-handed war axes. |
Hanogarab (103% power, 3 apr) Hanogarab (103% power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn Damage (Melee): +13 darkness Damage against: +15% Living When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% acid Psi when hit: +0.04 Mental crit. chance: +3% One-handed war axes. |
Isymira the Glinttaint (112% power, 2 apr) Isymira the Glinttaint (112% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 darkness Burst (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances penetration: +5% light Changes damage: +3% light One-handed war axes. |
Layisetta the steel waraxe (110% power, 3 apr) Layisetta the steel waraxe (110% power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Armour penetration: +4 Armour: +4 Changes stats: +2 Str Changes resistances: +3% temporal / +3% physical Critical mult.: +9.00% One-handed war axes. |
Nimbuscutter (121% power, 4 apr) Nimbuscutter (121% power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% * 40% chance to daze at end of turn Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes stats: +5 Str / +1 Dex / +3 Cun Changes resistances penetration: +5% lightning One-handed war axes. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Sparkschism (105% power, 3 apr) Sparkschism (105% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +10 insidious poison When wielded/worn: Changes stats: +1 Str / +2 Con Infravision radius: +1 See invisible: +6 One-handed war axes. |
Sunransom the dwarven-steel waraxe (115% power, 4 apr) Sunransom the dwarven-steel waraxe (115% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +14 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes resistances penetration: +10% light Disarm immunity: +44% One-handed war axes. |
Unrelathabers the Dawnire (102% power, 2 apr) Unrelathabers the Dawnire (102% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 light Damage against: +6% Undead When wielded/worn: Changes resistances: +3% blight / +6% darkness / +6% lightning Changes damage: +9% light Confusion immunity: +5% Pinning immunity: +5% One-handed war axes. |
acidic dwarven-steel waraxe of evisceration (119% power, 4 apr) acidic dwarven-steel waraxe of evisceration (119% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 43 bleeding, 95% reduced healing * splashes the target with acid Damage (Melee): +8 acid When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+0 eff.) One-handed war axes. |
acidic dwarven-steel waraxe of massacre (131% power, 4 apr) acidic dwarven-steel waraxe of massacre (131% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical 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): +5 acid One-handed war axes. |
acidic iron waraxe of erosion (107% power, 2 apr) acidic iron waraxe of erosion (107% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +6 temporal / +5 nature One-handed war axes. |
acidic steel waraxe of the mystic (103% power, 3 apr) acidic steel waraxe of the mystic (103% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Changes stats: +2 Mag / +1 Wil Spellpower: +5 (+1 eff.) One-handed war axes. |
balanced iron waraxe of massacre (114% power, 2 apr) balanced iron waraxe of massacre (114% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 114% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+0 eff.) Disarm immunity: +23% One-handed war axes. |
chilling iron waraxe of daylight (102% power, 2 apr) chilling iron waraxe of daylight (102% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 light / +6 cold Damage against: +7% Undead One-handed war axes. |
dwarven-steel waraxe 'Silyra' (122% power, 4 apr) dwarven-steel waraxe 'Silyra' (122% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 acid / +16 mind Burst (radius 1) on hit: +12 acid When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +8 (+1 eff.) Changes resistances: +18% acid Disarm immunity: +28% One-handed war axes. |
flaming dwarven-steel waraxe of daylight (124% power, 4 apr) flaming dwarven-steel waraxe of daylight (124% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +5 light Burst (radius 1) on hit: +5 fire Damage against: +8% Undead One-handed war axes. |
flaming iron waraxe (104% power, 2 apr) flaming iron waraxe (104% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire One-handed war axes. |
insidious iron waraxe of massacre (116% power, 2 apr) insidious iron waraxe of massacre (116% power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 insidious poison One-handed war axes. |
iron waraxe (101% power, 2 apr) iron waraxe (101% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (102% power, 2 apr) iron waraxe (102% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe 'Zubybeth' (117% power, 2 apr) iron waraxe 'Zubybeth' (117% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Grants telepathy: Humanoid/Orc Mental save: +3 (+0 eff.) Poison immunity: +30% Hate when firing a critical mind attack: +1.00 One-handed war axes. |
slime-covered iron waraxe of erosion (102% power, 2 apr) slime-covered iron waraxe of erosion (102% power, 2 apr)Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 6% Damage (Melee): +6 temporal / +7 nature One-handed war axes. |
steel waraxe (107% power, 3 apr) steel waraxe (107% power, 3 apr)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
steel waraxe 'Shinewill' (119% power, 3 apr) steel waraxe 'Shinewill' (119% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +3% light Changes resistances penetration: +25% light One-handed war axes. |
steel waraxe 'Silynn' (112% power, 3 apr) steel waraxe 'Silynn' (112% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 cold When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes resistances penetration: +15% mind Changes damage: +21% mind Mindpower: +4 (+0 eff.) One-handed war axes. |
steel waraxe 'Skyquill' (108% power, 3 apr) steel waraxe 'Skyquill' (108% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +9 temporal / +7 darkness / +8 mind / +7 nature Damage against: +5% Living When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Disarm immunity: +22% One-handed war axes. |
steel waraxe 'Splendourraptor' (109% power, 3 apr) steel waraxe 'Splendourraptor' (109% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to blind On weapon crit: * splashes the target with acid Damage (Melee): +10 acid When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances penetration: +25% light Changes damage: +3% light / +12% arcane One-handed war axes. |
steel waraxe of massacre (117% power, 3 apr) steel waraxe of massacre (117% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
stralite waraxe 'Barorand' (151% power, 5 apr) stralite waraxe 'Barorand' (151% 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 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +8 arcane When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +2 Mag / +4 Wil Changes damage: +9% arcane Spellpower: +11 (+1 eff.) One-handed war axes. |
hardened leather belt hardened leather belt1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
hardened leather belt of carrying hardened leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Maximum encumbrance: +31 A belt that goes around your waist. |
Phoenixobeisance the cashmere cloak (2 def, 7 armour) Phoenixobeisance the cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Damage when hit (Melee): 16 fire Changes resistances: +14% cold Changes resistances penetration: +10% blight / +25% fire Changes damage: +27% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.3 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 16 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 306.35 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
enveloping cashmere cloak (10 def, 0 armour) enveloping cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak (2 def, 0 armour) shadow cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +10% darkness Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polylralle the Phlegmbrace (0 def, 0 armour) Polylralle the Phlegmbrace (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +15% fire Changes damage: +12% nature / +18% fire Mana each turn: +0.14 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+0 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 551.20 to 689.00 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Shadowblow (2 def, 0 armour) Shadowblow (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Wil / +5 Mag Changes resistances: +3% darkness Changes damage: +6% darkness Spell save: +19 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sunnight (0 def, 0 armour) Sunnight (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 lightning Changes resistances: +15% acid / +12% light / +6% lightning Changes resistances penetration: +5% light Changes damage: +10% acid Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tuloldir the cashmere robe (2 def, 0 armour) Tuloldir the cashmere robe (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Str / +7 Dex Changes resistances: +18% light Changes resistances penetration: +10% blight Changes damage: +12% light Spell crit. chance: +2% See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (2 def, 0 armour) cashmere robe (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Blindvengeance' (2 def, 0 armour) cashmere robe 'Blindvengeance' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +1 Wil / +3 Cun Changes resistances: +3% darkness / +18% cold Changes damage: +12% cold Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of the mind (+12%) (2 def, 0 armour) cashmere robe of the mind (+12%) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +12% mind Changes damage: +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour) mindwoven woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mental save: +17 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour) mindwoven woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mental save: +17 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+18%) (0 def, 0 armour) mindwoven woollen robe of fire (+18%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% fire Changes damage: +12% fire Mental save: +15 (+1 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of time (+10%) (0 def, 0 armour) mindwoven woollen robe of time (+10%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% temporal Changes damage: +10% temporal Mental save: +17 (+1 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe (0 def, 0 armour) shimmering woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +10% arcane Maximum mana: +34.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of the mind (+12%) (0 def, 0 armour) slimy woollen robe of the mind (+12%) (0 def, 0 armour)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 3 arcane resource burn Changes resistances: +12% mind Changes damage: +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of frost (+15%) (0 def, 0 armour) spellwoven woollen robe of frost (+15%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% cold Changes damage: +10% cold Spell save: +18 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Thundervagrant' (2 def, 3 armour) woollen robe 'Thundervagrant' (2 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% lightning / +16% nature / +12% mind Changes damage: +9% lightning / +11% nature / +12% mind Physical save: +16 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of light (+15%) (0 def, 0 armour) woollen robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% light Changes damage: +10% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of protection (2 def, 3 armour) woollen robe of protection (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Physical save: +17 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of protection (3 def, 2 armour) woollen robe of protection (3 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Physical save: +16 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balotochak (0 def, 3 armour) Balotochak (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Cun Mana each turn: +0.08 Vim when firing critical spell: +4.00 Spellpower: +5 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +30 A pair of boots made of leather. |
Eilinilaith (0 def, 9 armour) Eilinilaith (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: -3% Changes stats: +1 Cun / +3 Con Changes resistances: +2% physical Maximum encumbrance: +21 Physical save: +33 (+4 eff.) Mental save: +21 (+2 eff.) Disarm immunity: +5% Infravision radius: +1 A pair of boots made of leather. |
Fogpyre the pair of dwarven-steel boots (0 def, 11 armour) Fogpyre the pair of dwarven-steel boots (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +9% blight / +6% fire / +5% arcane Disease immunity: +10% Knockback immunity: +5% Teleport immunity: +10% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scald's kiss the pair of hardened leather boots (0 def, 3 armour) Scald's kiss the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 light Changes resistances: +14% fire / +6% light / +7% cold Changes resistances penetration: +10% fire Changes damage: +12% light A pair of boots made of leather. |
Squalorquencher (0 def, 3 armour) Squalorquencher (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes stats: +3 Str / +3 Con Changes resistances: +7% fire / +3% nature / +7% cold Physical save: +7 (+1 eff.) Spell save: +5 (+0 eff.) Mental save: +7 (+0 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +2 Changes stats: +2 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +2 Damage (Melee): 8 mind Changes stats: +3 Dex Changes resistances: +6% mind Changes damage: +3% mind Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's iron gauntlets of strength (+3) (0 def, 1 armour) psychic's iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +1 Damage (Melee): 7 mind Changes stats: +3 Str Changes resistances: +5% mind Changes damage: +4% mind Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +8 (+0 eff.) Armour: +2 Changes stats: +3 Str Physical save: +7 (+1 eff.) Mental save: +6 (+0 eff.) Disarm immunity: +25% Metal gloves protecting the hands up to the middle of the lower arm. |
Bykan (11 def, 0 armour) Bykan (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +11 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +6% lightning / +6% cold / +15% nature / +12% mind Changes damage: +10% nature Confusion immunity: +5% Stun/Freeze immunity: +10% A pointy cloth hat, very wizardly... |
Earolathalathaldir (0 def, 4 armour) Earolathalathaldir (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Wil Changes resistances: +8% blight / +5% nature / +5% arcane Changes damage: +6% mind Spell save: +12 (+1 eff.) Hate when firing a critical mind attack: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glowen (6 def, 7 armour) Glowen (6 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +2 Armour: +7 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +3% Damage when hit (Melee): 12 physical Changes stats: +2 Str / +4 Dex Changes resistances: +6% fire / +5% cold A cap made of leather. |
Korurin the Curepride (0 def, 7 armour) Korurin the Curepride (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +3 Wil Changes resistances: +8% lightning / +8% temporal / +9% nature Changes damage: +3% nature Mindpower: +4 (+0 eff.) Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aegis cashmere wizard hat (2 def, 0 armour) aegis cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Life regen: +2.30 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Duathelrazor' (2 def, 0 armour) cashmere wizard hat 'Duathelrazor' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +15% acid / +21% cold Changes resistances penetration: +10% darkness Changes damage: +6% acid / +14% cold A pointy cloth hat, very wizardly... |
cleansing dwarven-steel helm of dexterity (+2) (0 def, 4 armour) cleansing dwarven-steel helm of dexterity (+2) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Dex Changes resistances: +7% nature / +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of strength (+4) (0 def, 4 armour) dwarven-steel helm of strength (+4) (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: +4 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding voratun helm (0 def, 5 armour) grounding voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +10% lightning / +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Nerildalle' (0 def, 3 armour) hardened leather cap 'Nerildalle' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +11 Dex Physical save: +13 (+2 eff.) Light radius: +2 Infravision radius: +1 A cap made of leather. |
hardened leather cap 'Sparksquall' (0 def, 6 armour) hardened leather cap 'Sparksquall' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +6 Str / +11 Dex / +3 Cun Changes resistances: +9% lightning Infravision radius: +3 A cap made of leather. |
prismatic hardened leather cap of dexterity (+3) (0 def, 3 armour) prismatic hardened leather cap of dexterity (+3) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +12% light / +13% darkness A cap made of leather. |
spellwoven cashmere wizard hat of the mind (+11%) (2 def, 0 armour) spellwoven cashmere wizard hat of the mind (+11%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +11% mind Changes damage: +11% mind Mana each turn: +0.18 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
Bregynarithad (2 def, 6 armour) Bregynarithad (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +5 Mag Changes resistances: +18% acid Grants telepathy: Demon/Minor Demon/Major Light radius: +2 See invisible: +12 A suit of armour made of mail. |
Ebonyblur the steel mail armour (2 def, 6 armour) Ebonyblur the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 arcane / 8 darkness Changes resistances: +16% acid / +5% arcane Changes resistances penetration: +10% darkness Changes damage: +6% arcane A suit of armour made of mail. |
Satyrstreak the steel mail armour (2 def, 6 armour) Satyrstreak the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +2 Cun Changes resistances: +3% nature / +17% temporal Changes damage: +9% mind Mental save: +9 (+1 eff.) Equilibrium when hit: +0.12 Maximum hate: +8.00 Maximum psi: +10.00 A suit of armour made of mail. |
cleansing steel mail armour of acid resistance (2 def, 6 armour) cleansing steel mail armour of acid resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +12% blight / +12% nature / +17% acid A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of fire resistance (3 def, 18 armour) impenetrable dwarven-steel mail armour of fire resistance (3 def, 18 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +17% fire A suit of armour made of mail. |
prismatic dwarven-steel mail armour (3 def, 8 armour) prismatic dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +13% light / +13% darkness A suit of armour made of mail. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour) rejuvenating steel mail armour of fire resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +16% fire Life regen: +2.60 Stamina each turn: +0.60 A suit of armour made of mail. |
spiked dwarven-steel mail armour (3 def, 8 armour) spiked dwarven-steel mail armour (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 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical A suit of armour made of mail. |
spiked steel mail armour (2 def, 6 armour) spiked steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical A suit of armour made of mail. |
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 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 11 physical A suit of armour made of mail. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% A suit of armour made of mail. |
steel mail armour 'Boltgrind' (2 def, 6 armour) steel mail armour 'Boltgrind' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +5 Mag Changes resistances: +6% mind / +12% lightning Changes resistances penetration: +10% arcane Mental save: +11 (+1 eff.) Damage Shield penetration: +20% A suit of armour made of mail. |
steel mail armour 'Gyradil' (2 def, 6 armour) steel mail armour 'Gyradil' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 16 temporal Changes stats: +2 Str / +2 Dex / +3 Con Changes resistances: +16% acid A suit of armour made of mail. |
steel mail armour 'Kilntickler' (2 def, 6 armour) steel mail armour 'Kilntickler' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +15% fire / +5% arcane / +16% temporal Changes resistances penetration: +25% arcane A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour) steel mail armour of cold resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +17% cold A suit of armour made of mail. |
steel mail armour of fire resistance (2 def, 6 armour) steel mail armour of fire resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +16% fire A suit of armour made of mail. |
steel mail armour of fire resistance (2 def, 6 armour) steel mail armour of fire resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +16% fire A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour) steel mail armour of lightning resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +19% lightning A suit of armour made of mail. |
steel mail armour of natural resilience (2 def, 6 armour) steel mail armour of natural resilience (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +12% nature / +12% blight Reduced damage from: +7% Unnatural A suit of armour made of mail. |
steel mail armour of temporal resistance (2 def, 6 armour) steel mail armour of temporal resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +18% temporal A suit of armour made of mail. |
Byrig (2 def, 4 armour) Byrig (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 16 mind Changes resistances: +6% physical Critical mult.: +10.00% Physical save: +10 (+2 eff.) Mental save: +12 (+1 eff.) Mindpower: +8 (+0 eff.) A suit of armour made of leather. |
Kindleream the hardened leather armour (3 def, 6 armour) Kindleream the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 fire Changes resistances: +6% mind / +12% acid Changes damage: +24% acid / +6% fire Mental save: +11 (+1 eff.) A suit of armour made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+1 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing hardened leather armour (3 def, 6 armour) cleansing hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +13% nature / +12% blight A suit of armour made of leather. |
cured leather armour 'Smolderwake' (2 def, 4 armour) cured leather armour 'Smolderwake' (2 def, 4 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 fire Changes resistances: +6% mind / +6% fire Changes resistances penetration: +25% fire Changes damage: +3% fire Mental save: +11 (+1 eff.) A suit of armour made of leather. |
cured leather armour of spell shielding (2 def, 4 armour) cured leather armour of spell shielding (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +6% arcane Spell save: +11 (+1 eff.) A suit of armour made of leather. |
drakeskin leather armour of lightning resistance (5 def, 8 armour) drakeskin leather armour of lightning 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 (+0 eff.) Fatigue: +8% Changes resistances: +15% lightning A suit of armour made of leather. |
hardened leather armour (3 def, 6 armour) hardened leather armour (3 def, 6 armour)Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% A suit of armour made of leather. |
hardened leather armour 'Pyrebraze' (3 def, 6 armour) hardened leather armour 'Pyrebraze' (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid / +9% temporal / +5% arcane Changes resistances penetration: +15% fire Changes damage: +6% fire Life regen: +3.40 Maximum life: +34.00 Healing mod.: +13% A suit of armour made of leather. |
hardened leather armour of acid resistance (3 def, 6 armour) hardened leather armour of acid resistance (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +16% acid A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
spiked hardened leather armour of resilience (3 def, 6 armour) spiked hardened leather armour of resilience (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Maximum life: +26.00 A suit of armour made of leather. |
spiked hardened leather armour of spell shielding (3 def, 6 armour) spiked hardened leather armour of spell shielding (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +6% arcane Spell save: +10 (+1 eff.) A suit of armour made of leather. |
troll-hide cured leather armour (2 def, 4 armour) troll-hide cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Life regen: +3.80 Maximum life: +37.00 Healing mod.: +11% A suit of armour made of leather. |
Emelalevena (7 def, 13 armour) Emelalevena (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% Damage when hit (Melee): 13 physical Changes resistances: +12% blight / +5% arcane Changes damage: +12% blight A suit of armour made of metal plates. |
spiked dwarven-steel plate armour of cold resistance (5 def, 11 armour) spiked dwarven-steel plate armour of cold 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 (+0 eff.) Fatigue: +24% Damage when hit (Melee): 11 physical Changes resistances: +21% cold A suit of armour made of metal plates. |
steel plate armour (4 def, 9 armour) steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +22% A suit of armour made of metal plates. |
steel plate armour 'Singetrail' (4 def, 9 armour) steel plate armour 'Singetrail' (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +22% Effects on melee hit: * 10 arcane resource burn Changes resistances: +11% blight / +11% nature / +6% darkness Changes resistances penetration: +25% fire A suit of armour made of metal plates. |
Beletha the steel shield (6 def, 2 armour, 41.5 block) Beletha the steel shield (6 def, 2 armour, 41.5 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 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to disease Changes resistances: +12% mind Talent granted: +2 Block Handheld deflection devices. |
Betheth the steel shield (6 def, 2 armour, 39 block) Betheth the steel shield (6 def, 2 armour, 39 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 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Changes stats: +1 Mag Changes resistances: +15% lightning / +18% fire Talent granted: +2 Block Poison immunity: +30% Damage Shield penetration: +30% Handheld deflection devices. |
Cobragasher the steel shield (11 def, 2 armour, 35 block) Cobragasher the steel shield (11 def, 2 armour, 35 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: +11 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Changes resistances: +9% nature / +5% arcane Changes damage: +9% nature / +9% arcane Talent granted: +2 Block Deflect projectiles away: +9% Handheld deflection devices. |
Radhyfang (8 def, 2 armour, 75.5 block) Radhyfang (8 def, 2 armour, 75.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 20 acid Changes stats: +2 Str / +2 Wil Changes resistances: +18% cold Talent granted: +3 Block See invisible: +12 Handheld deflection devices. |
acidic steel shield of mind resistance (+13%) (6 def, 2 armour, 40 block) acidic steel shield of mind resistance (+13%) (6 def, 2 armour, 40 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 14 acid Changes resistances: +13% mind Talent granted: +2 Block Handheld deflection devices. |
dwarven-steel shield 'Glitterstake' (8 def, 2 armour, 78.5 block) dwarven-steel shield 'Glitterstake' (8 def, 2 armour, 78.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Changes resistances: +12% blight / +11% nature / +3% light Changes resistances penetration: +5% acid Talent granted: +3 Block Handheld deflection devices. |
icy dwarven-steel shield of cold resistance (+18%) (8 def, 2 armour, 79 block) icy dwarven-steel shield of cold resistance (+18%) (8 def, 2 armour, 79 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice Changes resistances: +18% cold Talent granted: +3 Block Handheld deflection devices. |
reinforced steel shield of acid resistance (+17%) (6 def, 6 armour, 66 block) reinforced steel shield of acid resistance (+17%) (6 def, 6 armour, 66 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: +6 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Changes resistances: +17% acid Talent granted: +2 Block Handheld deflection devices. |
reinforced steel shield of cold resistance (+17%) (6 def, 7 armour, 58.5 block) reinforced steel shield of cold resistance (+17%) (6 def, 7 armour, 58.5 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: +7 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Changes resistances: +17% cold Talent granted: +2 Block Handheld deflection devices. |
shocking dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 81 block) shocking dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 81 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 6 lightning Damage when hit (Melee): 14 lightning Changes resistances: +20% cold Talent granted: +3 Block Handheld deflection devices. |
steel shield 'Belewen' (6 def, 2 armour, 36.5 block) steel shield 'Belewen' (6 def, 2 armour, 36.5 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 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +0% Changes stats: +6 Str / +3 Wil Changes resistances: +17% lightning Talent granted: +2 Block Handheld deflection devices. |
steel shield of cold resistance (+18%) (6 def, 2 armour, 42.5 block) steel shield of cold resistance (+18%) (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 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Changes resistances: +18% cold Talent granted: +2 Block Handheld deflection devices. |
steel shield of temporal resistance (+11%) (6 def, 2 armour, 39.5 block) steel shield of temporal resistance (+11%) (6 def, 2 armour, 39.5 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 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Changes resistances: +11% temporal Talent granted: +2 Block Handheld deflection devices. |
deadly quiver of yew arrows (21/21, 162% power, 10 apr) deadly quiver of yew arrows (21/21, 162% power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 163% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
icy quiver of yew arrows (23/23, 139% power, 10 apr) icy quiver of yew arrows (23/23, 139% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 Damage (Ranged): +17 cold Arrows are used with bows to pierce your foes to death. |
agate 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. |
447 alchemist agate 447 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cyrabrelle (dig speed 28 turns) Cyrabrelle (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: -6% Changes stats: +4 Str Changes resistances: +6% blight / +12% fire Confusion immunity: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Vorathra the dwarven-steel pickaxe (dig speed 15 turns) Vorathra the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% temporal / +6% cold Spell save: +6 (+0 eff.) Blindness immunity: +20% Disarm immunity: +15% Pinning immunity: +10% Maximum life: +29.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
2 garnet 2 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. |
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. |
pouch of dwarven-steel shots 'Hettanarindur' (15/15, 157% power, 3 apr) pouch of dwarven-steel shots 'Hettanarindur' (15/15, 157% power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 158% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +7.0% Capacity: 15 Turns elapse between self-loadings: 6 On weapon hit: * 19% chance to cause random gloom Damage (Ranged): +15 mind When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of crippling (22/22, 117% power, 2 apr) pouch of steel shots of crippling (22/22, 117% power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 117% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +13.5% Capacity: 22 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
Mardogund the steel torque of mindblast [power 129] (6 cooldown) Mardogund the steel torque of mindblast [power 129] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +2 Dex / +6 Mag Life regen: +0.40 Maximum life: +50.00 It can be used to fire a blast of psionic energies in a range 22 beam dealing 64.50 to 129.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Xyvena [power 43] (20 cooldown) Xyvena [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +6% acid / +3% light / +9% darkness Silence immunity: +5% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of charged psionic shield [power 43] (20 cooldown) hateful steel torque of charged psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 45] (20 cooldown) steel torque of charged psionic shield [power 45] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (10 cooldown) steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 47] (20 cooldown) steel torque of kinetic psionic shield [power 47] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 45] (20 cooldown) steel torque of kinetic psionic shield [power 45] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Goriduzor the Blindwreath [power 35] (20 cooldown) Goriduzor the Blindwreath [power 35] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Str / +2 Cun Changes resistances: +3% darkness Grants telepathy: Demon/Minor Demon/Major Light radius: +2 See invisible: +6 It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments 'Eilinissra' [power 2] (10 cooldown) ash totem of cure ailments 'Eilinissra' [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +1 Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% fire Changes damage: +9% physical Maximum life: +30.00 It can be used to remove up to 2 poisons or diseases from a target within range 22 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 28] (20 cooldown) ash totem of thorny skin [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glemikira the Stormjam [power 105] (6 cooldown) Glemikira the Stormjam [power 105] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes damage: +6% arcane / +9% lightning It can be used to creates a wall of flames lasting 4 turns (dealing 105 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy yew wand of conjuration [power 235] (10 cooldown) shadowy yew wand of conjuration [power 235] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 118 to 235, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance 'Samafast' [power 11] (6 cooldown) yew wand of clairvoyance 'Samafast' [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +20% acid Mana each turn: +0.16 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to reveal the area around you, dispelling darkness (radius 11, power 246 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 citrine 3 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. |
2 zircon 2 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 Infinite Dungeon OP the Hulk Archmage level 20
79th Pyre 122nd year of Ascendancy at 03:55 see stats
By Infinite Dungeon OP the Hulk Archmage level 21
5th Mirth 122nd year of Ascendancy at 11:11 see stats
By Infinite Dungeon OP the Hulk Archmage level 10
74th Pyre 122nd year of Ascendancy at 11:36 see stats
By Infinite Dungeon OP the Hulk Archmage level 20
74th Pyre 122nd year of Ascendancy at 12:00 see stats
By Infinite Dungeon OP the Hulk Archmage level 21
5th Mirth 122nd year of Ascendancy at 20:44 see stats
By Infinite Dungeon OP the Hulk Archmage level 3
74th Pyre 122nd year of Ascendancy at 11:15 see stats
By Infinite Dungeon OP the Hulk Archmage level 21
2nd Mirth 122nd year of Ascendancy at 11:31 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the south (forest wight)).
Forest wight casts Lightning.
Forest wight hits Infinite Dungeon OP for 332 lightning damage.
Infinite Dungeon OP performs a melee critical strike against Forest wight!
Infinite Dungeon OP hits Forest wight for 395 physical damage.
Infinite Dungeon OP performs a melee critical strike against Forest wight!
Infinite Dungeon OP hits Forest wight for 404 physical damage.
Forest wight casts Flame.
Infinite Dungeon OP is on fire!
Forest wight hits Infinite Dungeon OP for 152 fire damage.
Infinite Dungeon OP performs a melee critical strike against Forest wight!
You collect a new ingredient: vial of wight ectoplasm (1).
Infinite Dungeon OP hits Forest wight for 391 physical damage.
Infinite Dungeon OP killed Forest wight!
Burning from Forest wight hits Infinite Dungeon OP for 51 fire damage.
Burning from Forest wight hits Infinite Dungeon OP for 51 fire damage.
Infinite Dungeon OP picks up ( .): dwarven-steel greatsword (142% power, 2 apr).
Saving game...
Saving done.
Infinite Dungeon OP stops burning.