











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Hulk! 1.4.8 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Hulk |
| Class | Archer |
| Level / Exp | 46 / 47% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 1072 (base 12) |
| Dexterity | 1096 (base 60) |
| Constitution | 1014 (base 10) |
| Magic | 1043 (base 10) |
| Willpower | 1054 (base 35) |
| Cunning | 1099 (base 60) |
Resources
| Mana | 5470/5470 |
| Equilibrium | 20 |
| Vim | 280/280 |
| Life | 769264/769264 |
| Positive | 165/165 |
| Stamina | 2500/2752 |
| Paradox | 1000 |
| Healing Factor | 1.8719594594595 |
| Regeneration | 18729.779433857 |
Speed
| Mental | +12% |
| Attack | +12% |
| Movement | -16% |
| Spell | +12% |
| Global | +220% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 9 |
| See Stealth | 246.6777841392 |
| See Invisible | 307.12802624223 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 2372 |
| Accuracy | 269 |
| Crit Chance | 675% |
| APR | 37 |
| Speed | 0.71 |
Offense: Spell
| Spellpower | 200 |
| Crit Chance | 100% |
| Speed | 0.89285714285714 |
Offense: Mind
| Mindpower | 261 |
| Crit Chance | 100% |
| Speed | 0.89285714285714 |
Offense: Damage Bonus
| Arcane | +71% |
| Mind | +61% |
| All | +33% |
| Lightning | +42% |
| Light | +199% |
| Temporal | +57% |
| Physical | +45% |
| Fire | +100% |
| Darkness | +46% |
Offense: Damage Penetration
| Nature | +45% |
| Acid | +30% |
| Light | +25% |
| Darkness | +35% |
| Blight | +25% |
| Physical | +40% |
| Mind | +45% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 17 (70.376569037657%) |
| Defense | 212 |
| Ranged Defense | 212 |
| Fatigue | 0 |
| Physical Save | 182 |
| Spell Save | 207 |
| Mental Save | 184 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 70%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 24%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Bleed Resistance | 50% |
| Confusion Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1691.49 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 212 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 0 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. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 1972.12 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 221 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 3814.50 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Sniper | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Munitions | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Agility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Reflexes | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
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Effects
| talent | Aim |
| talent | Never Stop Running |
| talent | Trained Reactions |
| talent | Keen Senses |
| talent | Chant of Resistance |
| talent | Daunting Presence |
| talent | Piercing Ammunition |
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Intuitive Shots |
| talent | Mental Tyranny |
| beneficial effect | Countering melee attacks: Has a 91% chance to get an automatic counter attack when avoiding a melee attack. (6.4 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by Salylle the grave wight. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Norgos Lair. Escort: lost warrior (level 1 of Norgos Lair)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You failed to protect the temporal explorer from death by wretchling. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3746. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Sunumbra' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 37% Damage when hit (Melee): 16 darkness Changes stats: +14 Lck / +8 Dex Changes resistances: +12% nature / +24% light Changes resistances penetration: +30% nature / +10% light / +20% darkness Changes damage: +18% light Stealth bonus: +13 A pair of boots made of leather. |
| Quiver | Quiver of the Sun (25/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Bright light Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
| Light source | BloomwreckInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +10% blight / +15% all Changes damage: +9% arcane Mental save: +15 (+2 eff.) Mana when firing critical spell: +1.00 Maximum life: +80.00 Spellpower: +8 (+0 eff.) Spell crit. chance: +2% Light radius: +6 See stealth: +25 See invisible: +25 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Dairayagund' (3 def, 0 armour) =hat=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +9 Wil Changes resistances: +27% light Changes damage: +9% temporal / +12% physical / +28% light / +13% darkness Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Physical save: +13 (+2 eff.) Mental save: +3 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
| Tool | Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / -12% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal / +10% all Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +20 Cun / +10 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | painweaver's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +3 Cun Changes damage: +5% all Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+0 eff.) Mindpower: +10 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | Flashkiss the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Fatigue: -10% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 36% chance to daze at end of turn Damage when hit (Melee): 8 mind / 4 lightning Changes stats: +6 Dex / +5 Mag / +6 Wil / +6 Cun Changes resistances: +3% darkness Changes damage: +12% mind / +9% lightning Maximum encumbrance: +59 Spell crit. chance: +6% Mental crit. chance: +15% A belt that goes around your waist. |
| In main hand | runic dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +5 Mag Changes damage: +14% arcane Spellpower: +14 (+1 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | Barogathad the Kindlepython (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 40 darkness Changes resistances penetration: +15% acid Changes damage: +18% light Mental save: -5 (+0 eff.) Mana each turn: +0.12 Spellpower: +10 (+1 eff.) Mindpower: +8 (+1 eff.) Damage Shield penetration: +40% When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). Damage Shield penetration (this weapon only): +60% Damage (Melee): +20 arcane Burst (radius 2) on crit: +16 acid It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Rhydin (11 def, 9 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +9 Defense: +11 (+1 eff.) Changes stats: +13 Mag Changes resistances: +11% light / +9% darkness Changes damage: +14% light / +15% arcane / +11% all Spell save: +24 (+3 eff.) Maximum life: +56.00 Maximum mana: +40.00 Spellpower: +19 (+1 eff.) Spell crit. chance: +4% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Airglory (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+3 eff.) Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +13 (+1 eff.) Fatigue: -16% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Changes resistances: +9% lightning / +23% light / +8% arcane / +9% blight / +25% fire / +3% nature / +15% cold Changes damage: +15% light Stealth bonus: +14 Spell save: +29 (+3 eff.) Maximum life: +79.00 Maximum stamina: +39.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Velossra the NoonpanicInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes damage: +6% light / +6% mind Critical mult.: +15.00% Cut immunity: +50% Mindpower: +6 (+1 eff.) Light radius: +3 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 1388 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of BrawnInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your strength and constitution by three. A vial of sluggish tan fluid. |
Elixir of MysticismInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your magic and willpower by three. A vial of glowing cyan fluid. |
Elixir of StoneskinInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your armor by four. A vial of grainy, iron-colored fluid. |
Elixir of the SaviorInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase all your saving throws by 4. A vial of bubbling, slate-colored fluid. |
Primal Infusion (affinity 111%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 111% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion (+8 for 13 turns, die at -452)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -452 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+160 for 8 turns, die at -5034)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 160 for 8 turns. While Heroism is active, you will only die when reaching -5034 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
heroism infusion of the psychic (+154 for 10 turns, die at -4734)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 154 for 10 turns. While Heroism is active, you will only die when reaching -4734 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+153 for 10 turns, die at -4595)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 153 for 10 turns. While Heroism is active, you will only die when reaching -4595 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+154 for 12 turns, die at -4817)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 154 for 12 turns. While Heroism is active, you will only die when reaching -4817 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+154 for 12 turns, die at -4833)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 154 for 12 turns. While Heroism is active, you will only die when reaching -4833 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+154 for 11 turns, die at -4775)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 154 for 11 turns. While Heroism is active, you will only die when reaching -4775 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+162 for 13 turns, die at -5198)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 162 for 13 turns. While Heroism is active, you will only die when reaching -5198 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+158 for 11 turns, die at -4871)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 158 for 11 turns. While Heroism is active, you will only die when reaching -4871 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+160 for 12 turns, die at -4980)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 160 for 12 turns. While Heroism is active, you will only die when reaching -4980 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+149 for 11 turns, die at -4614)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 149 for 11 turns. While Heroism is active, you will only die when reaching -4614 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (4366.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Inflicts 6854.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 99 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to become invisible (power 99) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 93 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to become invisible (power 93) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (295 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 98.45 to 295.36 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (3131 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 1043.79 to 3131.38 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 63)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 63. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 62)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 62. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 62)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 62. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Emokira the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Changes resistances: +9% acid / +9% temporal / +6% darkness Changes damage: +12% acid / +6% physical Physical save: +10 (+1 eff.) Combat speed: +10% Amulets can have magical properties. |
CamalachInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +2 Wil / +4 Cun / +5 Con Changes resistances: +13% mind / +7% physical Confusion immunity: +23% Life regen: +0.70 Stamina each turn: +0.80 Mana each turn: +0.12 Maximum vim: +30.00 Movement speed: +10% Amulets can have magical properties. |
DazzleradiancePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 8 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 8% chance to inflict 15% damage reduction Changes resistances penetration: +15% light Changes damage: +9% blight / +9% light / +7% darkness Spell save: +39 (+4 eff.) Vim when firing critical spell: +2.00 Spell crit. chance: +6% Amulets can have magical properties. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 23 power out of 40/40) : Effective talent level: 2.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 1043 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
AdosevenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 arcane Changes resistances: +34% mind / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +9% arcane / +30% mind Confusion immunity: +38% Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+4 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) It can be used to activate talent Inner Demons (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 49% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
gold amulet 'Corruptionjam'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str / +4 Dex / +8 Wil Changes resistances: +22% lightning Changes damage: +9% nature Stun/Freeze immunity: +35% Light radius: +3 Amulets can have magical properties. |
gold amulet 'Emelanne'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Cun / +3 Wil Changes resistances penetration: +25% mind Changes damage: +6% mind Critical mult.: +15.00% Cut immunity: +70% Psi when hit: +0.16 Mental crit. chance: +2% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 1388 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Hurarim the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to disease Changes resistances: +9% temporal Physical save: +22 (+3 eff.) Spell save: +18 (+2 eff.) Mental save: +22 (+3 eff.) Disarm immunity: +30% Confusion immunity: +20% Stun/Freeze immunity: +15% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spell crit. chance: +5% Amulets can have magical properties. |
Undeathtooth the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +14 Changes stats: +3 Dex / +3 Mag / +3 Cun / +6 Con Changes damage: +3% nature Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Physical save: +11 (+2 eff.) Life regen: +1.60 Maximum life: +53.00 Light radius: +2 Amulets can have magical properties. |
Uruldil the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +6 (+1 eff.) Fatigue: -9% Changes stats: +5 Dex / +5 Con Changes resistances penetration: +20% mind Critical mult.: +12.00% Confusion immunity: +25% Stun/Freeze immunity: +10% Life regen: +2.90 Mental crit. chance: +7% Amulets can have magical properties. |
clarifying stralite amulet of mastery (0.34 Technique / Munitions)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% mind Talent mastery: +0.34 Technique / Munitions Confusion immunity: +41% Amulets can have magical properties. |
stralite amulet 'Sparkmistress'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 36% chance to daze at end of turn Changes stats: +11 Str Changes resistances: +5% physical Changes resistances penetration: +20% physical Changes damage: +9% lightning Physical save: +61 (+7 eff.) Spell save: +21 (+2 eff.) Mental save: +18 (+2 eff.) Amulets can have magical properties. |
vitalizing stralite amulet of perfection (0.34 Spell / Staff combat,0.34 Chronomancy / Chronomancy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Talent masteries: +0.34 Chronomancy / Chronomancy +0.34 Spell / Staff combat Physical save: +17 (+2 eff.) Life regen: +2.60 Maximum life: +60.00 Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gloomtrail the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +29% physical / +3% darkness / +5% arcane Changes damage: +15% arcane / +6% darkness Talent mastery: +0.40 Technique / Marksmanship Stamina each turn: +2.30 Light radius: +3 Amulets can have magical properties. |
savior's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Critical mult.: +17.00% Physical save: +15 (+2 eff.) Spell save: +25 (+3 eff.) Mental save: +20 (+2 eff.) Amulets can have magical properties. |
voratun amulet 'Blazestone'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +15% nature / +6% temporal / +6% arcane / +27% light Changes resistances penetration: +20% light Changes damage: +21% light Spell save: +12 (+2 eff.) Life regen: +4.50 Amulets can have magical properties. |
voratun amulet 'Willowwreath'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 14% chance to blind Changes stats: +4 Mag / +10 Wil / +2 Con Changes resistances: +9% nature Changes resistances penetration: +20% mind Changes damage: +8% acid / +13% light / +8% lightning / +8% cold / +8% fire / +6% mind / +15% darkness Physical save: +12 (+2 eff.) Silence immunity: +15% Psi when hit: +0.04 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Infravision radius: +2 Amulets can have magical properties. |
warmaker's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +20 Changes stats: +8 Str / +9 Dex / +10 Wil Critical mult.: +18.00% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
AdinaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +2 Changes stats: +5 Str Changes resistances: +22% darkness / +3% physical Changes damage: +11% darkness Stamina each turn: +0.20 Rings can have magical properties. |
Glimmerstake the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +31% acid Changes resistances penetration: +25% acid Changes damage: +11% acid / +9% light Rings can have magical properties. |
copper ring 'Aduta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +15% mind Changes resistances penetration: +5% acid / +25% mind Changes damage: +6% acid Stun/Freeze immunity: +23% Life regen: +1.30 Rings can have magical properties. |
copper ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 24 light Rings can have magical properties. |
BorurimInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +22% acid Changes damage: +11% acid Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum stamina: +30.00 Rings can have magical properties. |
Emelenn the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +14 (+1 eff.) Changes stats: +2 Str / +4 Dex Critical mult.: +6.00% Physical save: +20 (+2 eff.) Maximum stamina: +20.00 Spellpower: +7 (+0 eff.) Mindpower: +9 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Murknoon the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Cun Changes resistances: +6% light / +6% cold Spell save: +18 (+2 eff.) Rings can have magical properties. |
steel ring 'Deepsquill'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +6% light / +22% fire Changes resistances penetration: +25% darkness Changes damage: +11% fire / +9% light / +9% darkness Rings can have magical properties. |
steel ring 'Gydor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +15% arcane Critical mult.: +15.00% Spell save: +9 (+1 eff.) Blindness immunity: +26% Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +4 See stealth: +9 See invisible: +7 Damage Shield penetration: +40% Rings can have magical properties. |
Radheromirain the SunwardPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal Changes resistances: +12% fire Changes resistances penetration: +25% fire Changes damage: +15% temporal Blindness immunity: +38% Infravision radius: +5 See stealth: +13 See invisible: +17 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
UlfisinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+1 eff.) Changes resistances penetration: +25% blight Changes damage: +12% arcane / +6% all Mana each turn: +0.24 Spellpower: +26 (+2 eff.) Mindpower: +14 (+1 eff.) Rings can have magical properties. |
Venommistress the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Armour: +4 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes damage: +9% nature Stun/Freeze immunity: +38% Life regen: +3.20 Only die when reaching: -80.00 life Maximum stamina: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
gold ring 'Tempestbraid'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 20 lightning Changes resistances: +2% physical Physical save: +20 (+2 eff.) Only die when reaching: -80.00 life Maximum stamina: +20.00 Spellpower: +11 (+1 eff.) Mindpower: +11 (+1 eff.) Rings can have magical properties. |
solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +12 Cun / +6 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Mindpower: +11 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (+0 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Issudur the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 26% chance to disease * 39% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes resistances: +9% acid Changes resistances penetration: +20% acid Changes damage: +39% acid / +6% mind Stun/Freeze immunity: +44% Life regen: +4.00 Rings can have magical properties. |
Pyrewilder the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -2% Changes stats: +5 Cun / +5 Mag Changes resistances: +36% nature Changes damage: +18% nature / +21% fire Grants telepathy: Dragon All See invisible: +6 Rings can have magical properties. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+0 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Samerek the PhlegmclamorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +25% nature / +12% fire Changes resistances penetration: +30% darkness / +15% fire Changes damage: +27% nature Silence immunity: +36% Mana each turn: +0.34 Rings can have magical properties. |
Uluragund the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +3 Str / +5 Dex / +3 Wil Changes resistances: +3% physical Changes resistances penetration: +30% physical Critical mult.: +25.00% Stamina each turn: +0.40 Only die when reaching: -40.00 life Spellpower: +13 (+1 eff.) Mindpower: +13 (+1 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
marksman's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +31 (+2 eff.) Defense: +13 (+1 eff.) Changes stats: +9 Dex Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 3.6 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings can have magical properties. |
pixie's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Defense: +9 (+1 eff.) Changes stats: +3 Cun / +5 Mag Spellpower: +11 (+1 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 3.6 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings can have magical properties. |
stralite ring 'Dairemarek'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +9 Con Changes resistances: +12% nature / +6% fire Critical mult.: +9.00% Spell save: +6 (+1 eff.) Disease immunity: +25% Silence immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +10% Life regen: +0.40 Spellpower: +10 (+1 eff.) Mindpower: +13 (+1 eff.) Healing mod.: +10% Rings can have magical properties. |
stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +9 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
titan's stralite ring of fire (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +30% fire Changes damage: +15% fire Physical save: +12 (+2 eff.) Rings can have magical properties. |
titan's stralite ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +7 Cun / +9 Con Physical save: +18 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
warrior's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Effects on melee hit: * 30% chance to blind Damage (Melee): 40 light Effects on ranged hit: * 24% chance to blind Damage (Ranged): 44 light Changes stats: +8 Str Rings can have magical properties. |
Duathelrot the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Fatigue: -8% Damage when hit (Melee): 8 darkness Changes stats: +7 Wil / +6 Mag Changes resistances penetration: +10% light / +10% darkness Changes damage: +12% temporal Maximum encumbrance: +29 Spellpower: +24 (+2 eff.) Mindpower: +13 (+1 eff.) Rings can have magical properties. |
DuriruihirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +5 Wil / +6 Con Changes resistances penetration: +25% arcane Critical mult.: +30.00% Spell save: +70 (+7 eff.) Mana each turn: +0.16 Maximum stamina: +40.00 Maximum hate: +6.00 Maximum psi: +30.00 Spellpower: +6 (+0 eff.) Mindpower: +8 (+1 eff.) Rings can have magical properties. |
Flamearc the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +16 Defense: +17 (+1 eff.) Changes stats: +3 Dex / +9 Wil Changes resistances: +3% fire Mental save: +18 (+2 eff.) Blindness immunity: +36% Light radius: +1 Infravision radius: +7 See stealth: +25 See invisible: +37 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.8 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 164% 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. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Dual techniques +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Shield offense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Runydig the BalancewardenPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Damage when hit (Melee): 8 temporal Changes stats: +8 Dex / +7 Wil / +17 Cun Changes resistances: +6% nature / +9% temporal / +40% darkness / +5% arcane Changes resistances penetration: +10% nature Changes damage: +20% darkness Mindpower: +12 (+1 eff.) Rings can have magical properties. |
Unlightbait the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -22% Effects on melee hit: * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +3 Str / +3 Dex / +3 Con Changes damage: +12% arcane Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Infravision radius: +3 Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 827.75 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
WoepunishInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +18 Damage when hit (Melee): 32 blight Changes stats: +5 Str Changes resistances: +6% physical Changes resistances penetration: +15% darkness / +20% blight Changes damage: +9% physical Mental save: +13 (+2 eff.) Confusion immunity: +50% Life regen: +0.80 Only die when reaching: -120.00 life Rings can have magical properties. |
mule's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +8 Cun Maximum encumbrance: +40 Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
savage's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +26% acid / +23% fire / +27% cold / +28% lightning Spell save: +20 (+2 eff.) Maximum stamina: +40.00 Rings can have magical properties. |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Changes stats: +10 Cun / +10 Dex Life regen: +2.00 Maximum life: +100.00 Healing mod.: +24% Rings can have magical properties. |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+1 eff.) Changes stats: +10 Cun / +10 Dex Life regen: +1.50 Maximum life: +91.00 Healing mod.: +30% Rings can have magical properties. |
sneakthief's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+2 eff.) Defense: +11 (+1 eff.) Changes stats: +10 Cun / +10 Dex Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 4.8 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings can have magical properties. |
voratun ring 'Firetrail'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 temporal Changes stats: +5 Wil / +3 Mag Changes resistances: +6% fire Changes resistances penetration: +20% arcane Changes damage: +9% temporal Critical mult.: +25.00% Disarm immunity: +44% Pinning immunity: +50% Knockback immunity: +50% Vim when firing critical spell: +2.00 Maximum life: +50.00 Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% Rings can have magical properties. |
voratun ring 'Scaldwell'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +6 Cun Changes resistances: +36% darkness Changes damage: +18% darkness / +9% mind Mental save: +10 (+1 eff.) Confusion immunity: +37% Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 Maximum psi: +30.00 Mindpower: +2 (+0 eff.) Rings can have magical properties. |
voratun ring 'Taintkiller'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +1 Wil Changes resistances: +40% nature Changes damage: +20% nature / +3% acid Grants telepathy: All Light radius: +1 Rings can have magical properties. |
voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +6 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Beobers the Breezeusher (100% power, 2 apr, acid 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +4 nature Burst (radius 2) on crit: +16 nature / +12 light When wielded/worn: Defense: +6 (+0 eff.) Effects on melee hit: * 7% chance to blind Changes resistances penetration: +5% nature / +5% light Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 590.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
Velarida (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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 arcane When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +6% temporal Changes damage: +6% temporal / +10% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
Bantir (111% power, 3 apr, arcane 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 acid When wielded/worn: Physical crit. chance: +9.0% Fatigue: -4% Damage when hit (Melee): 16 acid Changes stats: +3 Str / +1 Dex / +1 Mag / +1 Con Changes damage: +15% arcane Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +14.00% Reduces incoming crit damage: 15.00% Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Blazebrand (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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +12 fire / +12 light Burst (radius 1) on hit: +16 light / +8 fire When wielded/worn: Physical crit. chance: +8.0% Changes damage: +15% acid / +3% light Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (113% power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+1 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 25 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Glitterglean (111% power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 40% chance to corrode armour by 30% Damage (Melee): +16 light When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Changes resistances: +6% acid Maximum wards: +3 arcane Changes damage: +15% arcane / +9% light Talents granted: +1 Command Staff +2 Ward Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
Glowpiercer (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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 light When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +9.0% Changes resistances: +2% physical Changes damage: +15% acid / +18% light Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +2 Healing mod.: +20% Staves designed for wielders of magic, by the greats of the art. |
Islyrethra (111% 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: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 temporal Burst (radius 1) on hit: +12 temporal Burst (radius 2) on crit: +4 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +20% arcane Changes damage: +6% arcane / +15% cold Talent granted: +1 Command Staff Spellpower: +9 (+0 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a bolt elemental energy from the staff (to range 7) dealing 1896.05 to 2275.26 cold damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Nuromigar the Bilescar (111% power, 3 apr, temporal 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +16 nature Burst (radius 1) on hit: +12 mind When wielded/worn: Defense: +9 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 8% chance to blind Damage when hit (Melee): 8 mind Changes resistances: +6% nature Changes damage: +12% nature / +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 590.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
Penitence (111% power, 4 apr, nature 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 stats: 170% Mag, 40% Wil 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% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+2 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +10% It can be used to cure up to 9 diseases or poisons (based on Magic), costing 6 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. |
Turiregondil (111% power, 3 apr, cold 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Fatigue: -6% Changes stats: +3 Cun / +4 Con Changes damage: +15% cold Talent granted: +1 Command Staff Mental save: +18 (+2 eff.) Cut immunity: +15% Life regen: +0.60 Only die when reaching: -60.00 life Spellpower: +11 (+1 eff.) Spell crit. chance: +2% Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Flashvortex' (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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +28 fire When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 8 fire Changes resistances: +12% light Changes damage: +15% temporal Talent granted: +1 Command Staff Physical save: +8 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +7 (+1 eff.) Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Earadig' (111% power, 3 apr, blight 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +15% lightning / +6% cold / +4% physical Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +12.00% Mental save: +20 (+2 eff.) Cut immunity: +25% Stun/Freeze immunity: +10% Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Haneyon' (122% power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 122% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes damage: +21% blight Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum hate: +6.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Mindpower: +20 (+2 eff.) Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+1 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 5 power out of 20/20) : Effective talent level: 2.4 Power cost: 5 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Brandbane (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 stats: 130% Mag, 40% Wil 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: * Slows global speed by 40% When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 20 fire Changes resistances: +9% fire Changes resistances penetration: +25% nature Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (136% power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +10% temporal / +20% physical Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+2 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 8 power out of 14/14) : Effective talent level: 3.0 Power cost: 8 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 884.71 physical (gravity) damage. Each target moved beyond the first increases the damage by 110.59 (up to a maximum of 442.36 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Lightningnaught the yew magestaff (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 130% Mag, 40% Wil 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: +6 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +15% cold Changes damage: +20% lightning Talent granted: +1 Command Staff Mental save: +30 (+3 eff.) Silence immunity: +30% Stun/Freeze immunity: +25% Mana each turn: +0.25 Maximum mana: +54.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+2 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Blackstar (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +12 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +12.0% Changes stats: +12 Mag / +4 Wil / +9 Cun / +8 Con Changes damage: +6% acid / +30% arcane / +6% darkness Talent granted: +1 Command Staff Critical mult.: +45.00% Vim when firing critical spell: +6.00 Maximum mana: +81.00 Maximum vim: +37.00 Maximum neg.energy: +42.00 Spellpower: +24 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Chalumas the Blazerebel (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour by 30% Damage (Melee): +16 nature Burst (radius 1) on hit: +16 light / +8 acid When wielded/worn: Armour: +12 Armour Hardiness: +12% Damage when hit (Melee): 24 acid Changes resistances: +18% acid Changes resistances penetration: +33% nature / +15% acid Changes damage: +12% acid / +30% darkness / +18% light Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Corruptionnail (136% power, 6 apr, fire element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 67% chance to disease Damage (Melee): +12 blight / +12 mind / +20 nature Burst (radius 2) on crit: +12 blight When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 mind Changes resistances: +9% nature Changes resistances penetration: +35% blight Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Cracklewyrd (136% power, 6 apr, temporal element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 light Burst (radius 1) on hit: +20 light Burst (radius 2) on crit: +12 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Con Changes resistances: +15% light Changes damage: +18% lightning / +30% temporal / +12% mind Talent granted: +1 Command Staff Life regen: +2.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
Elenirach (136% power, 6 apr, lightning element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 68% chance to cause random gloom Damage (Melee): +20 acid When wielded/worn: Physical crit. chance: +15.0% Armour: +8 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +12% acid / +12% temporal Changes resistances penetration: +20% mind Changes damage: +30% lightning / +12% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Mental save: +40 (+4 eff.) Silence immunity: +15% Only die when reaching: -60.00 life Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Emuthra (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +16 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Damage when hit (Melee): 16 mind Changes resistances: +12% cold Changes damage: +30% darkness / +15% mind Talent granted: +1 Command Staff Physical save: +15 (+2 eff.) Spell save: +53 (+5 eff.) Mental save: +55 (+6 eff.) Poison immunity: +15% Disease immunity: +15% Spellpower: +15 (+1 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Flamepassion (144% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 145% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Physical crit. chance: +3.0% Armour: +18 Defense: +30 (+3 eff.) Ranged Defense: +15 (+1 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +4 Str Changes resistances penetration: +20% fire Changes damage: +54% fire Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Only die when reaching: -80.00 life Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +25% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 590.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
Galitondur (152% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Changes stats: +4 Str / +5 Dex Changes resistances: +27% acid Changes resistances penetration: +15% blight Changes damage: +42% darkness Talent granted: +1 Command Staff Spellpower: +20 (+1 eff.) Spell crit. chance: +5% Healing mod.: +20% Staves designed for wielders of magic, by the greats of the art. |
Gloombutcher the dragonbone vilestaff (136% power, 6 apr, fire element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 darkness Burst (radius 2) on crit: +12 darkness When wielded/worn: Effects on melee hit: * 45% chance to inflict 15% damage reduction Damage when hit (Melee): 12 acid Changes stats: +4 Mag / +5 Con Changes damage: +15% acid / +30% fire / +6% darkness Talent granted: +1 Command Staff Psi when hit: +0.20 Maximum psi: +60.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Mindpower: +6 (+1 eff.) Infravision radius: +5 Staves designed for wielders of magic, by the greats of the art. |
Kindleprophet the dragonbone magestaff (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to blind Damage (Melee): +16 light When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +3 Wil Changes resistances: +12% light / +21% darkness Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Silence immunity: +20% Stun/Freeze immunity: +15% Knockback immunity: +15% Spellpower: +15 (+1 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
Kusathad the Blackoblivion (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +3% darkness Changes resistances penetration: +10% nature Changes damage: +6% nature / +30% lightning Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +29 (+2 eff.) Spell crit. chance: +16% It can be used to unleash an elemental blastwave, dealing 2347.62 to 2817.14 lightning damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Mayurita the Thunderquick (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 33 arcane Damage when hit (Melee): 20 lightning Changes damage: +30% darkness Talent granted: +1 Command Staff Maximum mana: +111.00 Spellpower: +32 (+3 eff.) Spell crit. chance: +13% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 2347.62 to 2817.14 darkness damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+3 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Shockdare (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 12% chance to disease Damage (Melee): 21 arcane Damage when hit (Melee): 4 lightning Changes stats: +4 Con Changes resistances penetration: +15% mind Changes damage: +6% lightning / +30% darkness / +12% mind Talent granted: +1 Command Staff Life regen: +1.30 Vim when firing critical spell: +3.00 Maximum mana: +82.00 Maximum vim: +38.00 Spellpower: +30 (+2 eff.) Spell crit. chance: +5% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
Silamira the Voidquench (136% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 66% chance to disease When wielded/worn: Armour: +11 Armour Hardiness: +8% Fatigue: -6% Changes stats: +4 Con / +3 Mag Changes resistances: +6% blight / +8% arcane / +3% darkness Changes damage: +30% acid Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Physical save: +12 (+2 eff.) Mana each turn: +0.69 Spellpower: +49 (+4 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
Tubar the dragonbone vilestaff (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +5 Defense: +15 (+1 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +5 Mag Changes resistances penetration: +25% mind Changes damage: +30% fire Talent granted: +1 Command Staff Only die when reaching: -108.00 life Maximum life: +30.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +15% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 590.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
Zanezilarin the Arcwreck (152% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 8 lightning Changes resistances: +18% temporal Changes resistances penetration: +15% lightning / +15% mind Changes damage: +42% lightning Talent granted: +1 Command Staff Critical mult.: +19.00% Mana each turn: +0.40 Maximum mana: +85.00 Maximum hate: +6.00 Spellpower: +20 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff (136% power, 6 apr, lightning element)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Eclipsepanic' (136% power, 6 apr, cold element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to corrode armour by 30% Damage Shield penetration (this weapon only): +50% Damage (Melee): +24 blight / +12 darkness Burst (radius 1) on hit: +16 darkness / +16 acid When wielded/worn: Defense: +14 (+1 eff.) Effects on melee hit: * 18% chance to blind Changes stats: +3 Wil / +7 Mag Changes resistances penetration: +25% darkness Changes damage: +12% blight / +30% cold Talent granted: +1 Command Staff Spell save: +52 (+5 eff.) Vim when firing critical spell: +7.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Light radius: +5 Damage Shield penetration: +30% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 590.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Flamearc' (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +15% arcane / +15% fire Changes damage: +30% arcane / +6% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +27 (+2 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 2347.62 to 2817.14 arcane damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Polathra' (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 36% chance to corrode armour by 30% Changes stats: +7 Dex / +4 Mag / +4 Wil Changes resistances: +4% physical Changes resistances penetration: +10% arcane Changes damage: +30% darkness / +9% arcane Talent granted: +1 Command Staff Physical save: +15 (+2 eff.) Spell save: +45 (+5 eff.) Mental save: +15 (+2 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Brightraze' (136% power, 6 apr, acid element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +44 mind When wielded/worn: Defense: +14 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +5 Wil Changes resistances: +9% nature / +12% temporal Changes resistances penetration: +15% fire Changes damage: +30% acid / +18% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Spell save: +40 (+4 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 590.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Nedurim' (136% power, 6 apr, blight element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +26 (+2 eff.) Ranged Defense: +15 (+1 eff.) Effects on melee hit: * 14% chance to blind Damage when hit (Melee): 8 arcane Changes resistances: +9% darkness / +12% temporal Changes resistances penetration: +15% mind / +20% temporal Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +25.00% Blindness immunity: +20% Silence immunity: +20% Maximum hate: +8.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +8% Mindpower: +6 (+1 eff.) Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 795.50 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Sunhash' (151% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Cun / +9 Con Changes resistances: +9% mind Changes resistances penetration: +20% blight Changes damage: +41% blight / +6% fire Talent granted: +1 Command Staff Critical mult.: +28.00% Mental save: +10 (+1 eff.) Equilibrium when hit: +0.12 Vim when firing critical spell: +8.00 Maximum psi: +20.00 Maximum vim: +50.00 Maximum neg.energy: +44.00 Spellpower: +20 (+1 eff.) Spell crit. chance: +5% Mental crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Willowmight' (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to cause random gloom Burst (radius 1) on hit: +16 darkness / +20 nature When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 50% chance to inflict 15% damage reduction Damage when hit (Melee): 8 nature / 8 darkness Changes stats: +2 Str / +2 Mag / +9 Con Changes resistances: +9% mind Changes damage: +42% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of channeling (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +10.0% Physical power: +15 (+1 eff.) Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.40 Spellpower: +40 (+3 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff of wizardry (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +10.0% Physical power: +13 (+1 eff.) Changes stats: +6 Wil / +6 Mag Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +110.00 Spellpower: +36 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 111 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Voruda the Undeathwreath (135% 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: 136% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+1 eff.) Changes resistances: +9% acid Changes resistances penetration: +10% acid Changes damage: +9% acid / +6% nature Massive two-handed battleaxes. |
Eksatin's Ultimatum (175% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Cleansewreck the voratun battleaxe (169% power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% Damage (Melee): +28 darkness Burst (radius 1) on hit: +28 nature / +12 darkness Burst (radius 2) on crit: +12 darkness Damage against: +28% Living When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +12% darkness / +21% acid Changes resistances penetration: +15% darkness / +15% fire Changes damage: +12% fire / +15% darkness / +15% nature Massive two-handed battleaxes. |
Glorata the voratun battleaxe (169% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +42 cold When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +3 Dex / +2 Wil / +1 Cun / +7 Con Changes resistances: +3% blight Changes resistances penetration: +21% physical Disarm immunity: +21% Light radius: +3 Massive two-handed battleaxes. |
Layebeth (170% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Armour: +16 Damage when hit (Melee): 24 arcane Changes stats: +4 Dex / +15 Cun Changes resistances penetration: +36% physical Maximum mana: +80.00 Spell crit. chance: +4% Massive two-handed battleaxes. |
Sunjeer the voratun battleaxe (166% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 167% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +8 temporal Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +26 (+2 eff.) Armour penetration: +12 Defense: +12 (+1 eff.) Changes resistances penetration: +10% light / +14% physical Changes damage: +9% light / +9% temporal Disarm immunity: +62% Massive two-handed battleaxes. |
Sunwoe the voratun battleaxe (167% power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 53% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +43 temporal / +26 nature Burst (radius 1) on hit: +16 mind / +8 temporal When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +2 Con / +3 Wil Changes resistances: +6% temporal Grants telepathy: Dragon Massive two-handed battleaxes. |
voratun battleaxe 'Bokyroddagorn' (168% power, 10 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +28 temporal / +23 nature Burst (radius 2) on crit: +12 physical When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 24 temporal Physical save: +37 (+4 eff.) Massive two-handed battleaxes. |
voratun battleaxe 'Greenpain' (167% power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +20 temporal / +23 darkness Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +12 nature Damage against: +28% Living When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances penetration: +20% acid / +15% temporal Changes damage: +6% nature Massive two-handed battleaxes. |
voratun battleaxe 'Moldgasher' (190% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 190% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 20% chance to corrode armour by 30% On weapon crit: * cripple the target Damage (Melee): +4 acid Burst (radius 1) on hit: +16 nature When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Changes resistances penetration: +21% physical / +5% temporal / +10% nature / +15% light Changes damage: +6% temporal / +3% nature / +21% physical Massive two-handed battleaxes. |
voratun battleaxe 'Silemira' (169% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 49% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning / +32 temporal / +28 nature Burst (radius 1) on hit: +12 acid When wielded/worn: Changes resistances penetration: +48% acid Changes damage: +3% acid / +3% mind Life regen: +4.00 Massive two-handed battleaxes. |
Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 40% Wil, 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 6 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Obliterator (159% power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Bethyyata (176% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +34 (+2 eff.) Armour penetration: +42 Changes resistances: +12% temporal / +9% cold / +3% fire / +3% mind / +5% arcane Changes resistances penetration: +40% physical Cut immunity: +20% Massive two-handed mauls. |
Blighted Maul (204% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 1655.90 to 4967.70 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 4844.45 to 9688.90 physical damage (based on Strength) to each, costing 28 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Ce'Nunne the voratun greatmaul (183% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 183% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 20% chance to torment the target Damage (Melee): +28 blight / +42 cold When wielded/worn: Accuracy: +4 (+0 eff.) Physical power: +8 (+1 eff.) Changes resistances: +6% temporal Changes resistances penetration: +21% mind / +21% darkness Physical save: +20 (+2 eff.) Disease immunity: +49% Massive two-handed mauls. |
Corruptionrip (180% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +26 lightning When wielded/worn: Armour: +8 Changes resistances: +9% temporal / +9% mind / +5% physical Changes resistances penetration: +20% nature Changes damage: +6% mind Reduces incoming crit damage: 25.00% Physical save: +9 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +50 (+5 eff.) Pinning immunity: +10% Stun/Freeze immunity: +20% Massive two-handed mauls. |
Falistir the voratun greatmaul (180% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 41% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +35 mind When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Physical crit. chance: +1.0% Changes stats: +1 Dex / +10 Wil / +10 Cun Changes resistances penetration: +21% physical Life regen: +1.00 Only die when reaching: -80.00 life Maximum stamina: +10.00 Massive two-handed mauls. |
Gunystir the Glintclamor (192% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +12 light When wielded/worn: Changes stats: +4 Wil Changes resistances: +18% darkness / +6% nature Changes resistances penetration: +25% mind Blindness immunity: +10% Cut immunity: +15% Silence immunity: +25% Teleport immunity: +10% Massive two-handed mauls. |
Mayyldatha the Cleansetrial (177% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +24 physical When wielded/worn: Accuracy: +21 (+2 eff.) Physical crit. chance: +5.0% Physical power: +14 (+1 eff.) Defense: +21 (+2 eff.) Damage when hit (Melee): 16 mind Changes stats: +5 Dex Changes resistances penetration: +42% nature Physical save: +12 (+2 eff.) Disarm immunity: +66% Life regen: +1.40 Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (193% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Yveyara the Brandvagrant (178% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +28 mind / +4 temporal Burst (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +20.0% Changes stats: +5 Str / +10 Wil / +3 Cun Changes resistances: +14% all Changes resistances penetration: +16% nature Reduces incoming crit damage: 10.00% Light radius: +1 Massive two-handed mauls. |
voratun greatmaul 'Betokira' (178% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour by 30% * disrupts spell-casting Damage against: +42% Unnatural When wielded/worn: Changes damage: +9% acid Physical save: +6 (+1 eff.) Spell save: +24 (+3 eff.) Mental save: +40 (+4 eff.) Poison immunity: +25% Cut immunity: +10% Confusion immunity: +25% Only die when reaching: -80.00 life Massive two-handed mauls. |
voratun greatmaul 'Flametrial' (178% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +77 insidious poison When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Damage when hit (Melee): 16 fire Changes stats: +1 Wil Changes resistances: +21% acid Changes resistances penetration: +20% physical Changes damage: +3% mind Mental save: +6 (+1 eff.) Maximum psi: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
voratun greatmaul 'Sewerhack' (180% power, 4 apr)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +28 nature / +28 temporal Burst (radius 1) on hit: +8 mind When wielded/worn: Changes resistances: +6% acid / +15% temporal / +6% nature / +15% blight Changes damage: +6% nature Spell save: +43 (+4 eff.) Mental save: +37 (+4 eff.) Psi when hit: +0.08 Massive two-handed mauls. |
voratun greatmaul 'Tulundur' (197% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 197% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +32 blight Burst (radius 1) on hit: +20 acid When wielded/worn: Armour: +6 Changes stats: +9 Wil Changes resistances: +12% blight Changes resistances penetration: +35% acid Critical mult.: +35.00% Reduces incoming crit damage: 15.00% Physical save: +9 (+1 eff.) Spell save: +52 (+5 eff.) Mental save: +18 (+2 eff.) Silence immunity: +15% Teleport immunity: +30% Mana when firing critical spell: +8.00 Spellpower: +8 (+0 eff.) Spell crit. chance: +4% Damage Shield penetration: +70% Massive two-handed mauls. |
voratun greatmaul 'Xuma' (175% power, 4 apr)Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +26% Living When wielded/worn: Armour: +12 Changes stats: +4 Cun Changes resistances: +4% physical Mental save: +22 (+3 eff.) Disease immunity: +10% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Massive two-handed mauls. |
Earthbliss the steel greatsword (124% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 124% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 nature When wielded/worn: Accuracy: +13 (+1 eff.) Defense: +13 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 nature Changes resistances penetration: +15% nature / +10% temporal Disarm immunity: +32% Massive two-handed swords. |
Magmaripper (126% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 nature / +12 temporal When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +15% mind / +20% fire Changes damage: +9% mind Mindpower: +4 (+1 eff.) Massive two-handed swords. |
steel greatsword 'Voruda' (132% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 132% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +34 insidious poison Burst (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +2 Str / +3 Mag Changes damage: +3% mind Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Reduces incoming crit damage: 5.00% Light radius: +3 Massive two-handed swords. |
Colaryem (159% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Bikalthorim (178% power, 10 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to gain 10% of a turn (3/turn limit) On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +25.0% Armour: +7 Changes stats: +5 Cun Physical save: +15 (+2 eff.) Psi when hit: +0.12 Massive two-handed swords. |
Camugostir (176% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 acid Burst (radius 2) on crit: +12 acid When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +3 Cun Changes resistances: +9% acid / +10% physical Life regen: +0.40 See invisible: +15 Massive two-handed swords. |
Champion's Will (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 40% Wil, 20% Con, 50% Mag, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 598 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 17 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dourvenom (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +21 acid / +12 darkness / +12 mind When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +3 Mag Changes resistances penetration: +15% blight / +15% darkness Changes damage: +33% arcane / +15% mind Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +50.00 Damage Shield penetration: +30% Massive two-handed swords. |
Eclipsevenom the voratun greatsword (177% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness / +12 light Burst (radius 1) on hit: +28 fire When wielded/worn: Effects on melee hit: * 51% chance to inflict 15% damage reduction Damage when hit (Melee): 12 arcane Changes resistances: +9% light Changes resistances penetration: +30% light Changes damage: +12% light Mana each turn: +0.12 Mana when firing critical spell: +3.00 Spellpower: +8 (+0 eff.) Massive two-handed swords. |
Emiyawyn the Stormfist (173% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * disrupts spell-casting On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% Damage against: +28% Unnatural When wielded/worn: Accuracy: +20 (+1 eff.) Physical crit. chance: +18.0% Armour: +6 Defense: +17 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +5% lightning Disarm immunity: +70% Stamina each turn: +0.20 Massive two-handed swords. |
Splendourwreck the voratun greatsword (172% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour by 30% * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +27 lightning / +12 acid Burst (radius 2) on crit: +8 light When wielded/worn: Effects on melee hit: * 36% chance to blind Changes resistances: +6% mind Changes resistances penetration: +10% light Massive two-handed swords. |
voratun greatsword 'Baledorion' (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Damage (Melee): +24 lightning When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Armour: +10 Changes resistances penetration: +23% acid / +24% fire / +24% cold / +24% lightning Physical save: +20 (+2 eff.) Only die when reaching: -99.00 life Maximum stamina: +10.00 Massive two-handed swords. |
voratun greatsword 'Duskglean' (176% power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 67% chance to inflict 15% damage reduction * 67% chance to cause random gloom Damage (Melee): +27 temporal / +16 darkness / +28 nature Burst (radius 1) on hit: +12 acid When wielded/worn: Changes stats: +11 Cun Changes resistances penetration: +30% darkness Changes damage: +9% acid / +9% darkness Infravision radius: +5 See invisible: +12 Massive two-handed swords. |
voratun greatsword 'Noongore' (194% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 194% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +8 light When wielded/worn: Changes resistances: +6% blight / +12% temporal Reduces incoming crit damage: 18.00% Spell save: +9 (+1 eff.) Disarm immunity: +10% Stun/Freeze immunity: +35% Massive two-handed swords. |
voratun greatsword 'Pitchwarden' (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Burst (radius 1) on hit: +26 fire When wielded/worn: Physical crit. chance: +16.0% Physical power: +14 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% acid / +7% all Changes resistances penetration: +17% nature Changes damage: +9% acid / +3% darkness Massive two-handed swords. |
River's Fury (125% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 45 power out of 80/80) : Effective talent level: 1.0 Power cost: 45 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 70.29 cold damage and 76.63 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Legacy of the Naloren (194% power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 195% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Psionic / Psychic Assault +0.30 Technique / Combat training Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 23 power out of 60/60) : Effective talent level: 2.0 Power cost: 23 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 12 turns and dealing 308.9 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
glacial orichalcum trident of amnesia (164% power, 16 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 164% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +42 ice When wielded/worn: Armour: +21 Changes resistances penetration: +19% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Fogpiety the iron longsword (103% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 12 darkness Changes damage: +6% blight Mana when firing critical spell: +3.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
Bokazilantir the Glintbutcher (105% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 106% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +12 darkness Burst (radius 1) on hit: +12 light When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +7 Changes resistances: +9% darkness Changes resistances penetration: +8% physical Changes damage: +27% light / +6% darkness Sharp, long, and deadly. |
Dazzleusher (109% power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 109% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +11 darkness Burst (radius 1) on hit: +8 light / +8 physical Damage against: +11% Living When wielded/worn: Physical power: +4 (+0 eff.) Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances penetration: +25% physical Changes damage: +9% light Sharp, long, and deadly. |
Lustreprophet the steel longsword (113% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 113% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery 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): +6 acid When wielded/worn: Changes stats: +9 Str / +2 Mag / +4 Wil / +6 Con Changes resistances penetration: +10% light Sharp, long, and deadly. |
steel longsword 'Neredhetira' (125% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 126% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +5% arcane / +12% acid Changes damage: +18% acid Sharp, long, and deadly. |
Acera (140% power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 141% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 120 acid damage in a 4 radius ball. This damage will increase by 92% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Sword of Potential Futures (133% power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 40% Wil, 70% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Turadrakan the Umbrajeer (125% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid When wielded/worn: Fatigue: -8% Changes stats: +4 Dex / +4 Con Changes resistances: +15% darkness Light radius: +2 Sharp, long, and deadly. |
Blade of Distorted Time (150% power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 40% Wil, 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 820.03 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Twilight's Edge (158% power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Arovea the voratun longsword (154% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 68% chance to disease Damage (Melee): +20 temporal / +20 nature Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +28 Physical crit. chance: +15.0% Damage when hit (Melee): 8 mind Changes resistances: +6% cold Changes resistances penetration: +15% physical Changes damage: +9% mind / +18% physical Critical mult.: +20.00% Spell save: +6 (+1 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +10% Sharp, long, and deadly. |
Blazeward (167% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 168% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 acid Burst (radius 2) on crit: +12 acid When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +18% lightning Changes resistances penetration: +15% arcane Changes damage: +18% acid / +12% arcane / +18% blight Sharp, long, and deadly. |
Blindvice (154% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +57 cold Burst (radius 1) on hit: +8 blight When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes resistances: +9% acid / +12% fire / +6% light Changes resistances penetration: +10% light Critical mult.: +15.00% Spell save: +3 (+1 eff.) Blindness immunity: +5% Disarm immunity: +15% Teleport immunity: +15% Sharp, long, and deadly. |
Breguchak the voratun longsword (154% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +60 insidious poison When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +3% physical / +18% light / +12% blight / +9% fire / +9% darkness Changes resistances penetration: +20% mind Reduces incoming crit damage: 25.00% Pinning immunity: +25% Only die when reaching: -135.00 life Sharp, long, and deadly. |
Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+1 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Dimtickler the voratun longsword (152% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour by 30% On weapon crit: * cripple the target Damage (Melee): +20 acid Burst (radius 1) on hit: +20 physical When wielded/worn: Armour penetration: +5 Physical crit. chance: +15.0% Armour: +14 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Changes damage: +9% darkness / +24% physical Life regen: +1.00 Healing mod.: +20% Sharp, long, and deadly. |
Oozepunish (154% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +15 acid Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +15 Armour: +6 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Changes resistances penetration: +17% acid / +15% physical / +17% fire / +15% cold / +15% lightning Changes damage: +9% physical Only die when reaching: -40.00 life Maximum life: +40.00 Healing mod.: +20% Sharp, long, and deadly. |
Runelar (163% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 163% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +12 Changes resistances: +5% arcane Changes resistances penetration: +27% physical Sharp, long, and deadly. |
Spellblade (161% power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+2 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
Tatir the Kindlewing (171% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 171% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Changes resistances: +15% light / +9% fire Changes damage: +12% light Physical save: +12 (+2 eff.) Spell save: +29 (+3 eff.) Knockback immunity: +25% Only die when reaching: -60.00 life Light radius: +4 Sharp, long, and deadly. |
Vorurin the Lightbait (152% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 53% chance to disease On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Damage (Melee): +12 fire / +53 light Burst (radius 1) on hit: +20 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Changes resistances: +9% blight Changes damage: +15% blight Sharp, long, and deadly. |
voratun longsword 'Glitterlace' (154% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 light / +16 arcane Burst (radius 2) on crit: +8 arcane When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +6% lightning Changes damage: +12% light / +30% arcane Light radius: +3 Sharp, long, and deadly. |
voratun longsword 'Lelydunalen' (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +12 arcane When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Defense: +15 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +3% lightning Changes damage: +3% arcane Critical mult.: +18.00% Physical save: +20 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +38% Stun/Freeze immunity: +5% Sharp, long, and deadly. |
voratun longsword 'Silyta' (167% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 167% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom Damage (Melee): +25 mind When wielded/worn: Accuracy: +12 (+1 eff.) Defense: +15 (+1 eff.) Changes stats: +5 Cun / +9 Wil Changes resistances: +6% lightning Disarm immunity: +45% Infravision radius: +3 See invisible: +9 Sharp, long, and deadly. |
voratun longsword 'Taroddamnir' (150% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 25% chance to remove a magical effect Damage (Melee): +46 insidious poison / +20 nature Burst (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Str / +2 Con Grants telepathy: Dragon Demon/Major Demon/Minor Sharp, long, and deadly. |
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 stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery 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 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 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. |
Lorolin the steel mace (107% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 107% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +15% physical Changes damage: +21% physical Grants telepathy: All Critical mult.: +3.00% Physical save: +3 (+1 eff.) Blunt and deadly. |
Guruigen the dwarven-steel mace (129% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 129% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +9 Damage when hit (Melee): 12 temporal Changes resistances: +12% blight / +15% temporal Changes resistances penetration: +9% physical Changes damage: +6% blight / +3% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
Cyruriath (158% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Fatigue: -6% Effects on melee hit: * 10% chance to disease Changes resistances penetration: +24% mind / +28% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Infravision radius: +1 Blunt and deadly. |
Duathelkin the voratun mace (173% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 174% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn Damage (Melee): +60 insidious poison When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +12% darkness Changes resistances penetration: +20% nature Changes damage: +21% darkness / +18% lightning Blunt and deadly. |
Hesta the Noontickler (156% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +42 insidious poison When wielded/worn: Damage when hit (Melee): 27 light / 20 nature / 12 arcane Changes resistances: +9% light Changes resistances penetration: +15% light / +25% nature Changes damage: +21% nature / +9% light Light radius: +4 Blunt and deadly. |
Layura the Corruptionreek (158% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 159% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +15.0% Physical power: +27 (+2 eff.) Defense: +11 (+1 eff.) Changes stats: +3 Str / +5 Wil / +7 Cun / +14 Con Changes resistances: +9% light Changes resistances penetration: +14% physical Changes damage: +6% nature Disarm immunity: +80% Infravision radius: +1 Blunt and deadly. |
Noonknave (154% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +55 insidious poison When wielded/worn: Physical crit. chance: +9.0% Armour: +12 Effects on melee hit: * 63% chance to blind Damage when hit (Melee): 20 physical Changes stats: +6 Con Changes resistances: +18% mind Changes resistances penetration: +20% physical Changes damage: +12% light / +15% mind Physical save: +15 (+2 eff.) Maximum stamina: +35.00 Blunt and deadly. |
voratun mace 'Arcstinger' (156% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +55 insidious poison When wielded/worn: Physical crit. chance: +6.0% Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Effects on melee hit: * 60% chance to daze at end of turn * 45% chance to corrode armour by 30% Changes stats: +6 Wil Changes resistances: +4% physical Changes resistances penetration: +55% lightning / +20% physical / +30% mind / +15% acid Changes damage: +18% arcane Physical save: +30 (+3 eff.) Life regen: +0.80 Hate when firing a critical mind attack: +4.00 Only die when reaching: -100.00 life Mental crit. chance: +11% Damage Shield penetration: +70% Blunt and deadly. |
voratun mace 'Dairylar' (172% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 173% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes resistances: +15% lightning / +9% acid / +12% nature / +9% mind Changes damage: +21% mind Spell save: +15 (+2 eff.) Poison immunity: +25% Disease immunity: +20% Only die when reaching: -100.00 life Light radius: +3 Blunt and deadly. |
voratun mace 'Salylle' (156% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +17 Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes stats: +7 Cun / +3 Wil Changes resistances: +5% physical Changes resistances penetration: +15% physical Life regen: +1.20 Maximum life: +30.00 Mindpower: +6 (+1 eff.) Blunt and deadly. |
Iselrawyn (105% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 106% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 47% chance to disease Damage (Melee): +23 blight When wielded/worn: Changes resistances: +3% darkness / +1% physical Disease immunity: +33% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Gloompiety the steel waraxe (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 stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning Burst (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +10% darkness Mental save: +20 (+2 eff.) Maximum psi: +40.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +2% One-handed war axes. |
Scaldfist the steel waraxe (125% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 125% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +25% lightning / +20% fire Changes damage: +9% fire One-handed war axes. |
Undeathradiance (126% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 127% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +6 Dex Changes resistances: +3% nature Changes damage: +12% light See invisible: +6 One-handed war axes. |
steel waraxe 'Blackglean' (104% power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Armour: +2 Changes resistances: +12% blight / +9% temporal / +6% darkness Reduces incoming crit damage: 10.00% Poison immunity: +15% Cut immunity: +10% Pinning immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
steel waraxe 'Cinderwedge' (107% power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes stats: +6 Cun / +3 Wil Changes resistances: +15% fire Changes damage: +12% mind Hate when firing a critical mind attack: +5.00 One-handed war axes. |
steel waraxe 'Emyma' (118% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 119% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour: +4 Fatigue: -8% Changes stats: +7 Str Changes damage: +12% physical Stamina each turn: +0.80 Only die when reaching: -40.00 life One-handed war axes. |
Blood-Letter (140% power, 4.5 apr)Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Malediction (167% power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 167% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+1 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Alotozor the Ravenfiend (150% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +59 insidious poison / +20 blight Burst (radius 2) on crit: +20 light When wielded/worn: Effects on melee hit: * 51% chance to inflict 15% damage reduction Changes stats: +12 Wil Changes resistances: +9% darkness Changes damage: +12% light Mental save: +15 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Mental crit. chance: +3% One-handed war axes. |
Bikalthovon the Starcrypt (150% power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 50 arcane resource burn * 27% chance to cause random gloom * 60% chance to inflict 15% damage reduction Damage (Melee): +22 mind Burst (radius 1) on hit: +20 light When wielded/worn: Effects on melee hit: * 45% chance to blind Changes stats: +7 Cun / +2 Wil Changes resistances: +42% fire / +6% darkness / +9% nature Spell save: +21 (+2 eff.) One-handed war axes. |
Daimudegrim (149% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning / +12 temporal When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 acid / 8 temporal Changes resistances: +24% acid / +6% temporal Changes damage: +21% acid / +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Gilydogobar (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +8 blight Burst (radius 1) on hit: +20 fire When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +9% nature Changes resistances penetration: +10% mind Poison immunity: +10% Disarm immunity: +10% Only die when reaching: -60.00 life One-handed war axes. |
Glittergrinder the voratun waraxe (150% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * leeches stamina from the target Burst (radius 1) on hit: +32 light When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 19 nature slow Changes stats: +4 Str / +4 Dex Physical save: +49 (+5 eff.) Life regen: +0.60 Maximum life: +60.00 See invisible: +21 One-handed war axes. |
Goruhir the Skysin (152% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 60% chance to disease * 68% chance to cause random gloom Damage (Melee): +12 blight Burst (radius 1) on hit: +20 fire When wielded/worn: Changes stats: +5 Cun Changes resistances: +12% blight Changes resistances penetration: +10% mind Changes damage: +9% mind / +21% lightning Critical mult.: +20.00% Mental save: +6 (+1 eff.) Psi when hit: +0.12 One-handed war axes. |
Razorblade, the Cursed Waraxe (170% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Shockwasp (150% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +45 insidious poison / +8 nature / +8 lightning Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +5 Str Changes resistances: +9% all Changes resistances penetration: +11% nature Changes damage: +12% physical Stamina when hit: +2.50 One-handed war axes. |
Siloriba the voratun waraxe (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 30% chance to disease Damage (Melee): +29 blight Burst (radius 2) on crit: +20 blight When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +11 Con Changes resistances: +15% mind Reduces incoming crit damage: 19.00% Light radius: +3 See invisible: +9 One-handed war axes. |
Turefang (150% power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 34% chance to cause random gloom Damage (Melee): +12 blight / +19 mind / +28 arcane When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +9% mind Changes resistances penetration: +10% blight Changes damage: +6% blight Spell crit. chance: +6% Mental crit. chance: +6% Damage Shield penetration: +20% One-handed war axes. |
elemental voratun waraxe of shearing (148% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 148% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +15 Changes resistances penetration: +13% acid / +14% physical / +16% fire / +17% lightning / +17% cold Changes damage: +15% physical One-handed war axes. |
voratun waraxe 'Adyrethra' (148% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +11 Physical crit. chance: +28.0% Grants telepathy: Dragon Critical mult.: +17.00% Mental save: +20 (+2 eff.) Maximum hate: +4.00 Light radius: +3 One-handed war axes. |
voratun waraxe 'Anadar' (168% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 169% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning Burst (radius 2) on crit: +4 arcane When wielded/worn: Armour penetration: +15 Changes stats: +6 Str / +3 Mag Changes resistances: +5% arcane Changes resistances penetration: +15% blight / +15% physical Changes damage: +13% physical Light radius: +3 One-handed war axes. |
voratun waraxe 'Betabreth' (150% power, 21 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +43% When wielded/worn: Effects on melee hit: * 33% chance to disease Damage when hit (Melee): 12 blight Changes stats: +4 Wil / +9 Mag Changes resistances: +12% blight Spell save: +12 (+2 eff.) Mana each turn: +0.16 Mana when firing critical spell: +3.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
voratun waraxe 'Searwill' (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +24 temporal Burst (radius 2) on crit: +12 temporal When wielded/worn: Damage when hit (Melee): 20 temporal Changes stats: +8 Cun / +5 Wil Changes resistances: +15% fire Changes resistances penetration: +40% arcane / +20% mind Grants telepathy: Dragon Mental save: +9 (+1 eff.) Hate when firing a critical mind attack: +10.00 Maximum psi: +50.00 Mindpower: +6 (+1 eff.) One-handed war axes. |
voratun waraxe 'Shadewrack' (150% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 1) on hit: +20 darkness Burst (radius 2) on crit: +28 acid When wielded/worn: Accuracy: +10 (+1 eff.) Effects on melee hit: * 30% chance to disease Changes stats: +11 Str / +3 Mag / +4 Wil / +3 Cun Changes resistances penetration: +40% acid Changes damage: +6% darkness / +15% physical Stamina when hit: +2.50 One-handed war axes. |
voratun waraxe 'Turuthad' (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +28 physical Burst (radius 1) on hit: +12 blight / +20 fire Burst (radius 2) on crit: +12 blight When wielded/worn: Armour: +6 Changes stats: +6 Dex Changes resistances penetration: +20% blight Physical save: +40 (+4 eff.) Only die when reaching: -108.00 life One-handed war axes. |
voratun waraxe 'Wildreign' (152% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Damage (Melee): +8 blight Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +11.0% Physical power: +13 (+1 eff.) Defense: +15 (+1 eff.) Effects on melee hit: * Slows global speed by 33% Changes stats: +5 Cun Changes resistances: +10% all Changes resistances penetration: +13% nature Disarm immunity: +45% Damage Shield penetration: +50% One-handed war axes. |
voratun waraxe 'Willowzephyr,' (151% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 blight / +20 temporal / +24 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Damage when hit (Melee): 8 nature / 12 arcane Changes stats: +3 Dex / +7 Cun / +3 Con Changes damage: +21% arcane Critical mult.: +15.00% Maximum psi: +50.00 One-handed war axes. |
Radiancejeer the 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: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +4 Defense: +6 (+0 eff.) Changes resistances: +6% lightning Blindness immunity: +25% Poison immunity: +15% Disarm immunity: +22% Stun/Freeze immunity: +5% Only die when reaching: -40.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 40% Wil, 35% Str, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 40% Wil, 45% Str, 60% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 506.71 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Lisumibeth' (105% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage Shield penetration (this weapon only): +40% Damage (Melee): +8 temporal / +8 nature When wielded/worn: Changes stats: +2 Mag / +5 Wil Spell save: +20 (+2 eff.) Vim when firing critical spell: +3.00 Maximum mana: +60.00 Sharp, short and deadly. |
Moon (136% power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 137% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+1 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Xerobeth the Blindparry (123% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 123% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +50% When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +15% fire / +10% physical Changes damage: +6% darkness Critical mult.: +6.00% Stamina each turn: +1.00 Sharp, short and deadly. |
Tuluzilagorn the Muckdream (130% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +15 Physical crit. chance: +6.0% Defense: +7 (+0 eff.) Changes stats: +3 Str / +2 Wil Changes resistances penetration: +4% physical Changes damage: +7% physical Critical mult.: +9.00% Disarm immunity: +29% Infravision radius: +3 Sharp, short and deadly. |
Armiledil (148% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Damage (Melee): +16 blight Burst (radius 1) on hit: +12 physical When wielded/worn: Accuracy: +18 (+1 eff.) Physical crit. chance: +14.0% Physical power: +12 (+1 eff.) Armour: +6 Defense: +12 (+1 eff.) Changes resistances: +3% physical Disease immunity: +20% Disarm immunity: +37% Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 70% Wil, 30% Str, 50% Mag, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+1 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Lisytha the Dourrock (161% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 162% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +12% mind / +32% darkness Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Mindpower: +6 (+1 eff.) Sharp, short and deadly. |
Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 50% Mag, 30% Cun, 40% Wil, 35% Str, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 14 power out of 40/40) : Effective talent level: 3.0 Power cost: 14 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 221.11 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Orc Feller (156% power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 40% Wil, 35% Str, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Polutha the voratun dagger (148% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +8 temporal Burst (radius 1) on hit: +12 temporal When wielded/worn: Effects on melee hit: * 45% chance to corrode armour by 30% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% acid Changes resistances penetration: +15% mind / +41% temporal Changes damage: +6% acid / +15% temporal / +12% mind Sharp, short and deadly. |
Zubolle (147% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +10 Physical crit. chance: +12.0% Armour: +4 Changes stats: +3 Cun Changes resistances penetration: +12% physical Mental save: +20 (+2 eff.) Blindness immunity: +20% Cut immunity: +35% Only die when reaching: -40.00 life See invisible: +6 Sharp, short and deadly. |
truestriking voratun dagger (149% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +11 Changes resistances penetration: +12% physical Sharp, short and deadly. |
voratun dagger 'Adedathra' (148% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Lightning Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 mind / +16 temporal When wielded/worn: Physical crit. chance: +22.0% Damage when hit (Melee): 15 temporal Changes resistances: +6% blight / +22% temporal Silence immunity: +30% Disarm immunity: +5% Pinning immunity: +5% Knockback immunity: +15% Sharp, short and deadly. |
voratun dagger 'Dawnlady' (154% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 155% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 cold Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +4 Defense: +11 (+1 eff.) Changes damage: +9% light Mental save: +30 (+3 eff.) Disarm immunity: +36% Sharp, short and deadly. |
voratun dagger 'Isetira' (147% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 68% chance to cause random gloom * 20% chance to curse the target Damage (Melee): +18 mind Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +12 Fatigue: -6% Damage when hit (Melee): 16 mind Changes stats: +3 Str / +3 Dex / +13 Wil / +6 Cun / +3 Con Changes resistances penetration: +11% physical Light radius: +3 See invisible: +9 Sharp, short and deadly. |
voratun dagger 'Neriwe' (147% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour: +6 Changes stats: +11 Str / +4 Mag / +3 Cun Changes resistances: +9% cold Changes resistances penetration: +14% acid / +14% fire / +14% cold / +12% lightning Physical save: +15 (+2 eff.) Blindness immunity: +25% Disease immunity: +50% Sharp, short and deadly. |
voratun dagger 'Scorchstreak' (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +15 lightning Burst (radius 1) on hit: +26 fire When wielded/worn: Changes resistances: +21% fire Changes resistances penetration: +15% arcane / +10% blight Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Damage Shield penetration: +40% Sharp, short and deadly. |
Morningpower the mossy mindstar (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: 70% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +16 light Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +4 light When wielded/worn: Changes resistances penetration: +20% light Life regen: +0.70 Maximum life: +14.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
Duskguile (81% 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 honing mindstar will focus other psionic mindstars. Power: 82% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 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 darkness When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +2 Cun / +1 Wil Changes resistances: +12% darkness / +4% physical Changes resistances penetration: +10% mind / +6% physical Changes damage: +4% physical Mental save: +9 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Amethyst of Sanctuary (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+3 eff.) Maximum psi: +20.00 Mindpower: +14 (+1 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (1098 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Eye of the Wyrm (113% power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 113% Range: 1.1x Uses stats: 80% Wil, 10% Cun, 50% Mag, 20% Str Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% lightning / 18% fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% lightning / +8% cold Changes damage: +8% lightning / +8% physical / +8% fire / +8% acid / +8% cold Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+1 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Lightning Breath (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 1038.56 to 3115.67 lightning damage, and have a 99% chance to be dazed for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Chartorrent (117% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural mindstar summons a caller. Power: 117% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Fatigue: -12% Changes resistances: +24% mind Changes damage: +7% acid Mental save: +10 (+1 eff.) Equilibrium when hit: +1.50 Maximum psi: +22.00 Mindpower: +18 (+2 eff.) Mental crit. chance: +10% Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Core of the Forge (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 14 power out of 30/30) : Effective talent level: 3.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 195.30 mind damage, 242.61 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 18.91 mind and 23.50 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Ematira the Lavacrypt (112% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Changes resistances: +10% nature / +19% blight Changes resistances penetration: +10% nature / +15% darkness Changes damage: +19% nature / +18% fire Talent mastery: +0.20 Wild-gift / Harmony Disease immunity: +25% Equilibrium when hit: +2.50 Mindpower: +22 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hanidudar the living mindstar (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +17% lightning / +12% light / +9% blight Changes resistances penetration: +19% lightning Changes damage: +18% lightning Reduces incoming crit damage: 20.00% Physical save: +12 (+2 eff.) Mental save: +30 (+3 eff.) Poison immunity: +15% Silence immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +20% Maximum mana: +60.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lightfiend the living mindstar (117% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. Power: 117% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to blind Burst (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +6 Wil Changes resistances: +21% mind Changes resistances penetration: +5% lightning / +10% fire Changes damage: +3% lightning Physical save: +5 (+1 eff.) Mental save: +10 (+1 eff.) Life regen: +1.30 Maximum life: +50.00 Maximum psi: +45.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Noonedge (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +20 mind Burst (radius 2) on crit: +12 light When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +7 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +2 Str Changes resistances: +18% light Changes resistances penetration: +10% physical Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +1.60 Maximum stamina: +20.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +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. |
Swampshear (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +12 nature Burst (radius 2) on crit: +8 nature Damage against: +22% Unnatural When wielded/worn: Effects when hit in melee: * Slows global speed by 9% Damage when hit (Melee): 9 lightning / 10 physical / 9 fire / 9 cold / 6 acid Changes stats: +4 Cun / +3 Dex Changes resistances: +10% lightning / +10% physical / +10% fire / +8% acid / +10% cold Changes damage: +9% nature / +6% darkness Mindpower: +10 (+1 eff.) Mental crit. chance: +5% See invisible: +9 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. |
Voryvea (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This natural venom should be returned to the wyrm. This natural lightning should be returned to the wyrm. Power: 116% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 temporal When wielded/worn: Damage when hit (Melee): 14 acid / 15 physical / 18 lightning Changes stats: +6 Str / +3 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +14% acid / +17% physical / +14% lightning Changes resistances penetration: +17% acid / +16% physical / +14% lightning Changes damage: +18% acid / +26% physical / +20% lightning Life regen: +2.00 Only die when reaching: -20.00 life Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 52 of target armor and 26% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zaniharasin (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 111% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 mind / +4 acid When wielded/worn: Damage when hit (Melee): 13 mind / 13 darkness Changes stats: +2 Cun / +3 Wil Changes resistances: +6% acid / +6% physical Changes resistances penetration: +7% physical Changes damage: +7% physical / +11% mind / +13% darkness Mental save: +9 (+1 eff.) Maximum psi: +20.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Nightprophet' (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +8 Cun / +4 Mag Changes resistances: +9% darkness Changes resistances penetration: +30% blight Critical mult.: +24.00% Vim when firing critical spell: +6.00 Spellpower: +14 (+1 eff.) Spell crit. chance: +5% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Noonobeisance' (135% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 136% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +12 light When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 16 light Changes stats: +5 Con Changes damage: +10% acid Physical save: +6 (+1 eff.) Equilibrium when hit: +2.40 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Poredhenn' (117% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +14 (+1 eff.) Ranged Defense: +14 (+1 eff.) Changes resistances: +9% lightning / +3% physical / +6% darkness / +12% fire / +8% arcane Changes damage: +9% mind Blindness immunity: +15% Silence immunity: +15% Maximum psi: +70.00 Mindpower: +32 (+3 eff.) Mental crit. chance: +5% 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. |
living mindstar 'Taintking' (115% power, 44 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +44 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% Burst (radius 1) on hit: +16 physical When wielded/worn: Armour penetration: +3 Physical power: +12 (+1 eff.) Armour: +10 Damage when hit (Melee): 16 light Changes resistances: +12% acid / +13% arcane / +24% darkness Changes resistances penetration: +20% light Changes damage: +15% nature Mental save: +9 (+1 eff.) Poison immunity: +15% Maximum stamina: +15.00 Mindpower: +22 (+2 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Xeryvena' (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural frost should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Burst (radius 2) on crit: +8 arcane When wielded/worn: Armour: +9 Damage when hit (Melee): 17 ice Changes resistances: +19% cold Changes resistances penetration: +20% cold / +25% mind / +15% darkness Changes damage: +10% acid / +25% darkness / +3% blight / +20% cold / +25% mind Critical mult.: +5.00% Equilibrium when hit: +1.70 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +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. |
CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% It can be used to activate talent Cyst Burst (costing 6 power out of 20/20) : Effective talent level: 5.0 Power cost: 6 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 258.86 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
yew longbow 'Armuromithel'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +5.0% Changes stats: +1 Str / +2 Mag Changes resistances penetration: +10% temporal Changes damage: +12% temporal Grants telepathy: Dragon Longbows are used to shoot arrows at your foes. |
Baruyakath the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +24 acid / +18 lightning When wielded/worn: Changes damage: +29% acid / +24% physical / +30% lightning Grants telepathy: Dragon Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
Ce'Nayavena the AirsmashRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Burst (radius 2) on crit: +10 lightning / +6 darkness / +6 arcane When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +30% lightning / +25% darkness / +15% arcane Changes damage: +9% darkness Longbows are used to shoot arrows at your foes. |
DagurodanRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% When wielded/worn: Physical power: +23 (+2 eff.) Changes stats: +11 Str Changes resistances penetration: +5% blight / +30% physical Changes damage: +9% acid / +33% physical / +6% arcane Spell save: +6 (+1 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +4.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Longbows are used to shoot arrows at your foes. |
GrinyrimRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +38 lightning Burst (radius 2) on crit: +10 physical When wielded/worn: Physical crit. chance: +2.0% Ammo reloads per turn: +8 Changes stats: +11 Mag Changes resistances penetration: +15% temporal / +54% physical Changes damage: +33% lightning / +56% physical / +6% blight / +15% temporal Talent mastery: +0.30 Chronomancy / Bow Threading Maximum encumbrance: +10 Maximum stamina: +10.00 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Politta the LightbutcherRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +18 fire Burst (radius 1) on hit: +2 physical When wielded/worn: Physical power: +21 (+2 eff.) Armour: +8 Defense: +6 (+0 eff.) Changes stats: +11 Str Changes damage: +33% fire / +30% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +10.00% Cut immunity: +10% Stun/Freeze immunity: +20% Stamina each turn: +0.60 Light radius: +4 Longbows are used to shoot arrows at your foes. |
Shadowmoon the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Burst (radius 2) on crit: +10 fire / +8 darkness / +6 light When wielded/worn: Changes resistances: +15% fire / +9% light / +24% darkness Changes resistances penetration: +10% fire / +15% light / +30% darkness Changes damage: +9% fire Longbows are used to shoot arrows at your foes. |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+1 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+1 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +23.0% Longbows are used to shoot arrows at your foes. |
keeper's dragonbone longbow of recursionRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +23% temporal / +18% physical Changes damage: +32% temporal / +27% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
keeper's dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +21 (+2 eff.) Physical crit. chance: +17.0% Changes resistances penetration: +23% temporal / +21% physical Changes damage: +27% temporal / +33% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
keeper's dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +23.0% Changes resistances penetration: +18% temporal / +21% physical Changes damage: +33% temporal / +29% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
penetrating dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +21.0% Changes resistances penetration: +38% physical Damage Shield penetration: +86% Longbows are used to shoot arrows at your foes. |
thaloren dragonbone longbow of recursionRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes damage: +33% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
throat-seeking dragonbone longbow of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +67 nature When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +46% nature Longbows are used to shoot arrows at your foes. |
warden's dragonbone longbow of recursionRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +6 Changes stats: +8 Mag Changes resistances penetration: +20% physical / +15% temporal Changes damage: +12% physical / +14% temporal Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Islyldata the GleamsweeperRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 cold Burst (radius 2) on crit: +8 light When wielded/worn: Fatigue: -6% Changes stats: +2 Con Changes resistances: +6% light Changes resistances penetration: +20% arcane Changes damage: +6% light / +11% cold Maximum life: +20.00 Slings are used to hurl stones or metal shots at your foes. |
rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
BethyraRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 15% chance to daze at end of turn When wielded/worn: Accuracy: +4 (+0 eff.) Changes stats: +6 Str / +4 Dex / +3 Mag / +3 Wil / +3 Cun / +9 Con Changes resistances penetration: +15% lightning / +20% physical Changes damage: +3% mind / +14% physical Talent mastery: +0.20 Wild-gift / Fungus Critical mult.: +5.00% Maximum stamina: +5.00 It can be used to regenerate 180 life over 5 turns, putting all charms on cooldown for 12 turns. Slings are used to hurl stones or metal shots at your foes. |
Branamalen the OakbornRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Changes stats: +4 Str / +4 Dex / +7 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +13% lightning / +15% nature / +30% mind Changes damage: +9% blight / +12% fire / +9% nature Critical mult.: +25.00% Vim when firing critical spell: +5.00 Maximum mana: +80.00 Maximum vim: +20.00 Spell crit. chance: +4% New effects duration reduction after a teleport: +20% Slings are used to hurl stones or metal shots at your foes. |
IssomazorRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Temporal Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +29 (+2 eff.) Physical crit. chance: +30.0% Changes resistances: +6% acid / +12% darkness Changes resistances penetration: +22% physical Grants telepathy: Demon/Minor Demon/Major Spell save: +9 (+1 eff.) Cut immunity: +10% Knockback immunity: +10% Light radius: +3 See invisible: +12 Damage Shield penetration: +60% Slings are used to hurl stones or metal shots at your foes. |
Lightningminister the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +19 nature Burst (radius 2) on crit: +2 lightning When wielded/worn: Effects on ranged hit: * 20 arcane resource burn Changes stats: +5 Mag / +5 Wil / +14 Cun Changes resistances penetration: +13% nature / +14% physical Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +10 (+1 eff.) Light radius: +1 Infravision radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Neryriawe the BoltpiercerRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 49% chance to daze at end of turn When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +7 Str / +3 Wil Changes resistances: +9% lightning Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +3% Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Slings are used to hurl stones or metal shots at your foes. |
Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 9 power out of 16/16) : Effective talent level: 6.0 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 262% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Porurata the BlazeruneRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Lightning Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 60% chance to daze at end of turn * 60% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +10 lightning When wielded/worn: Changes stats: +4 Dex / +2 Mag / +3 Wil Changes resistances: +27% lightning / +18% temporal Changes damage: +9% lightning Infravision radius: +4 Slings are used to hurl stones or metal shots at your foes. |
Scumburst the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Lightning Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +4 Str Changes resistances: +9% fire / +9% cold / +12% darkness / +24% mind Changes resistances penetration: +18% physical Changes damage: +9% nature / +20% physical Disease immunity: +10% Disarm immunity: +35% Teleport immunity: +30% Slings are used to hurl stones or metal shots at your foes. |
Urthuyadir the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Ranged Defense: +6 (+0 eff.) Changes resistances: +12% cold / +18% temporal Changes resistances penetration: +22% physical Changes damage: +12% acid / +17% physical Spell save: +12 (+2 eff.) Disease immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +20% Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Bleaksage'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to corrode armour by 30% Damage (Ranged): +21 nature Burst (radius 1) on hit: +4 lightning When wielded/worn: Defense: +6 (+0 eff.) Changes resistances: +1% physical / +3% darkness / +6% cold / +6% mind / +10% all Changes resistances penetration: +15% acid / +19% physical / +15% nature / +5% darkness Changes damage: +22% physical Teleport immunity: +15% Life regen: +2.50 Resist all after a teleport: +6% Slings are used to hurl stones or metal shots at your foes. |
quiver of elm arrows 'Tempesttitan' (16/16, 110% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 110% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 On weapon hit: * 20% chance to daze at end of turn * 20% chance to corrode armour by 30% Damage (Ranged): +24 insidious poison / +8 lightning Burst (radius 1) on hit: +8 lightning / +8 acid Burst (radius 2) on crit: +12 lightning Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (19/20, 117% power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
quiver of ash arrows 'Flashbreacher' (24/41, 116% power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 116% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Light Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 41 On weapon hit: * 40% chance to daze at end of turn Damage (Ranged): +8 lightning / +12 light Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +4 lightning When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (13/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 60% Wil, 50% Str, 50% Mag, 60% Dex Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Salynn the Shadereaper (24/24, 155% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 24 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 40% chance to inflict 15% damage reduction * 21% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Ranged): +9 acid / +20 darkness / +18 blight / +20 lightning Burst (radius 1) on hit: +4 darkness Arrows are used with bows to pierce your foes to death. |
Velyvena (19/19, 154% power, 14 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 45% chance to cause random gloom Damage (Ranged): +68 mind Burst (radius 1) on hit: +49 mind Burst (radius 2) on crit: +24 mind Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Treeburst' (22/22, 156% power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 157% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 On weapon hit: * 51% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Damage (Ranged): +24 blight / +20 bleed / +8 nature / +16 arcane Burst (radius 1) on hit: +32 nature Burst (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows of annihilation (18/18, 170% power, 17 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 170% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +17 Crit. chance: +13.5% Capacity: 18 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Barkjeer (21/21, 196% power, 32 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 196% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Crit. chance: +18.0% Capacity: 21 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +26 darkness / +26 mind / +8 nature Burst (radius 1) on hit: +16 mind Arrows are used with bows to pierce your foes to death. |
Emithra the Infernopunish (21/21, 186% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 187% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Fire Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 Damage (Ranged): +56 blight / +20 fire / +36 arcane / +28 mind Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +16 mind / +12 fire Arrows are used with bows to pierce your foes to death. |
Glalrassra the Cystwaker (24/24, 166% power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +9.0% Capacity: 24 On weapon hit: * Slows global speed by 40% * 20% chance to torment the target * disrupts spell-casting Damage (Ranged): +80 insidious poison / +8 physical / +27 darkness / +26 mind Burst (radius 1) on hit: +16 physical Burst (radius 2) on crit: +4 nature Damage against: +45% Unnatural When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
Glowsting the quiver of dragonbone arrows (24/24, 166% power, 26 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Crit. chance: +54.0% Capacity: 24 On weapon hit: * 40% chance to blind * 20% chance to curse the target On weapon crit: * cripple the target Travel speed: +300% Damage (Ranged): +30 blight / +20 physical / +29 darkness Burst (radius 2) on crit: +4 acid When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
Offalworm the quiver of dragonbone arrows (23/23, 190% power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 190% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 54 arcane resource burn * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Ranged): +29 darkness / +30 mind / +52 nature Burst (radius 1) on hit: +8 nature Arrows are used with bows to pierce your foes to death. |
Scabbearer the quiver of dragonbone arrows (23/23, 162% power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Nature Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 60% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back Damage (Ranged): +36 temporal / +28 mind / +75 physical / +20 nature Burst (radius 1) on hit: +24 mind / +16 temporal Burst (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
Turisaran (19/19, 185% power, 33 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +33 Crit. chance: +9.0% Capacity: 19 On weapon hit: * 40% chance to corrode armour by 30% Travel speed: +200% Damage (Ranged): +4 acid / +30 cold / +16 mind Burst (radius 1) on hit: +8 arcane / +36 fire Burst (radius 2) on crit: +4 acid Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 50% Str, 60% Mag, 70% Dex Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Voidripper the quiver of dragonbone arrows (24/59, 204% power, 35 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 204% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +21.0% Capacity: 59 On weapon hit: * 20% chance to inflict 15% damage reduction Travel speed: +200% Damage (Ranged): +28 mind / +8 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +12 darkness When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
arcing quiver of dragonbone arrows of accuracy (20/22, 161% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 162% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +21 lightning Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of accuracy (23/23, 164% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Damage (Ranged): +30 bleed Arrows are used with bows to pierce your foes to death. |
elemental quiver of dragonbone arrows of annihilation (20/20, 180% power, 32 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Crit. chance: +18.0% Capacity: 20 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
elemental quiver of dragonbone arrows of torment (20/20, 165% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 20% chance to torment the target * Random elemental explosion Damage (Ranged): +30 mind / +30 darkness Arrows are used with bows to pierce your foes to death. |
hateful quiver of dragonbone arrows of warping (25/25, 164% power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 25 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +27 physical / +33 darkness / +30 temporal Damage against: +21% Living Arrows are used with bows to pierce your foes to death. |
hateful quiver of dragonbone arrows of warping (20/20, 162% power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +30 temporal / +45 darkness / +30 physical Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of dragonbone arrows of persecution (23/23, 164% power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * disrupts spell-casting On weapon crit: * burns latent spell energy Damage (Ranged): +30 manaburn arcane Damage against: +42% Unnatural Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of dragonbone arrows of warping (21/21, 163% power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * burns latent spell energy Damage (Ranged): +27 physical / +30 temporal / +33 manaburn arcane Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Ebonymaim' (21/21, 164% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 67% chance to inflict 15% damage reduction * 67% chance to daze at end of turn Damage (Ranged): +20 darkness / +12 arcane Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +16 darkness / +24 arcane Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Gloompulverizer' (19/19, 161% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 162% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease * 20% chance to blind * Random elemental explosion Damage (Ranged): +16 darkness / +9 blight / +17 cold Burst (radius 1) on hit: +4 darkness / +4 light Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of crippling (19/21, 168% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 168% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +18.0% Capacity: 21 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of crippling (52/52, 178% power, 33 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 178% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +33 Crit. chance: +26.0% Capacity: 52 Turns elapse between self-loadings: 1 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (18/18, 109% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 109% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Betirin' (25/25, 108% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 108% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 25 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% * 10% chance to create an air burst Travel speed: +200% Burst (radius 1) on hit: +8 mind Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Murkdredge' (20/20, 110% power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +7 lightning / +16 darkness / +24 blight Burst (radius 2) on crit: +16 darkness Shots are used with slings to pummel your foes to death. |
Scabspiker (23/23, 143% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +7 Crit. chance: +10.0% Capacity: 23 On weapon hit: * Slows global speed by 40% * 25% chance for lightning to arc to a second target Travel speed: +200% Damage (Ranged): +10 lightning / +4 nature Burst (radius 1) on hit: +8 blight Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Ice Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Wind Worn Shot (25/25, 148% power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Emille the Shinewreath (20/20, 168% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 169% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Lightning Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 68% chance to blind Damage (Ranged): +12 lightning / +12 mind / +46 light Burst (radius 1) on hit: +12 lightning / +16 light Burst (radius 2) on crit: +32 lightning / +8 light Damage against: +29% Undead Shots are used with slings to pummel your foes to death. |
Gloomjustice (20/20, 171% power, 17 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 172% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +15.0% Capacity: 20 On weapon hit: * 53% chance to inflict 15% damage reduction * 53% chance to gain 10% of a turn (3/turn limit) On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Damage (Ranged): +20 bleed / +16 darkness Burst (radius 1) on hit: +16 temporal Shots are used with slings to pummel your foes to death. |
Jetraider the pouch of voratun shots (23/23, 164% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +19.0% Capacity: 23 On weapon hit: * 20% chance to inflict 15% damage reduction * Slows global speed by 60% * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +8 temporal / +4 darkness / +18 cold / +8 nature Burst (radius 1) on hit: +16 nature / +4 darkness Burst (radius 2) on crit: +20 darkness Shots are used with slings to pummel your foes to death. |
Manedig the Blindcrypt (21/21, 166% power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 50% chance to inflict 15% damage reduction * 50% chance to blind Damage (Ranged): +50 light / +12 fire / +33 cold / +16 darkness Burst (radius 1) on hit: +12 light / +20 fire Burst (radius 2) on crit: +13 cold Shots are used with slings to pummel your foes to death. |
Prismpython (21/21, 163% power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 163% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 53% chance to blind * Slows global speed by 40% * disrupts spell-casting Damage (Ranged): +28 mind / +8 light Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +24 mind / +16 light Damage against: +25% Unnatural Shots are used with slings to pummel your foes to death. |
Willowonslaught (60/60, 176% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +19.0% Capacity: 60 On weapon hit: * 49 arcane resource burn * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +20 gravity / +24 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Adabeth' (22/22, 166% power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Acid Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target for 7 turns: 67 bleeding, 109% reduced healing Damage (Ranged): +36 acid / +20 temporal / +24 darkness / +15 bleed / +8 arcane / +10 physical Burst (radius 1) on hit: +12 acid Damage against: +9% Living Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Dark's kiss' (22/22, 165% power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * Slows global speed by 53% * 53% chance to blind Damage (Ranged): +57 insidious poison / +40 darkness / +12 light Burst (radius 1) on hit: +8 light / +8 nature / +20 darkness Burst (radius 2) on crit: +8 nature / +20 darkness Shots are used with slings to pummel your foes to death. |
Black Mesh (8 def, 2 armour, 100% power, 120 block)Requires: - Dexterity 20 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Loremadin the Kindlemistress (8 def, 2 armour, 100% power, 74 block)Requires: - Dexterity 24 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 140% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +74 On weapon hit: * 19% chance to corrode armour by 30% Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 8 acid Damage when hit (Melee): 18 acid Changes stats: +5 Cun / +4 Str Changes resistances: +24% fire Grants telepathy: Dragon Talent granted: +3 Block Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 100% power, 220 block)Requires: - Dexterity 28 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+1 eff.) Ranged Defense: +15 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Piercing Gaze (5 def, 25 armour, 100% power, 180 block)Requires: - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+0 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Sanguine Shield (14 def, 4 armour, 100% power, 220 block)Requires: - Dexterity 39 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+1 eff.) Ranged Defense: +14 (+1 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Adira the Blazevengeance (12 def, 3 armour, 100% power, 205.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +206 Damage Shield penetration (this weapon only): +40% Damage (Melee): +20 acid / +20 light / +8 blight When wielded/worn: Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 45% chance to blind Effects when hit in melee: * 18% chance to corrode armour by 30% * 40% chance to blind Changes stats: +1 Dex / +6 Mag / +3 Wil / +13 Con Changes resistances: +20% acid / +28% cold / +19% light Changes resistances penetration: +10% light / +5% blight Talent granted: +5 Block Mana each turn: +0.12 Spell crit. chance: +2% See invisible: +6 Handheld deflection devices. |
Aladochak the voratun shield (12 def, 33 armour, 100% power, 198 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 175% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +198 On weapon hit: * deal bonus physical damage equal to your armor Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 arcane When wielded/worn: Armour: +33 Armour Hardiness: +17% Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes resistances: +40% physical / +28% cold / +18% mind / +6% arcane Changes resistances penetration: +10% mind Talent granted: +5 Block Handheld deflection devices. |
Belirassra the Pitchstalker (12 def, 30 armour, 100% power, 312 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 185% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +312 On weapon hit: * 53% chance to cause random gloom * 35% chance to daze at end of turn * deal bonus physical damage equal to your armor Damage (Melee): +8 darkness When wielded/worn: Armour: +30 Armour Hardiness: +10% Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning Changes stats: +2 Mag / +1 Wil / +10 Con Changes resistances: +9% darkness / +20% physical Talent granted: +5 Block Physical save: +15 (+2 eff.) Light radius: +2 See invisible: +3 Handheld deflection devices. |
Cobrasweep (12 def, 15 armour, 100% power, 331.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 174% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +332 Damage (Melee): +12 nature / +18 fire When wielded/worn: Armour: +15 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 31 fire Changes stats: +6 Str / +7 Con Changes resistances: +20% blight / +20% fire / +20% nature / +18% light Talent granted: +5 Block Physical save: +18 (+2 eff.) Spell save: +30 (+3 eff.) Pinning immunity: +15% Handheld deflection devices. |
Curefoe the voratun shield (12 def, 3 armour, 100% power, 196.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +196 On weapon hit: * Slows global speed by 60% Damage (Melee): +16 acid / +47 fire / +12 nature Burst (radius 1) on hit: +4 acid / +16 temporal Burst (radius 2) on crit: +8 mind / +12 fire When wielded/worn: Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 60% * 15% chance to corrode armour by 30% Damage when hit (Melee): 72 fire Changes stats: +12 Str Changes resistances: +6% temporal / +30% cold / +6% mind / +37% fire Changes resistances penetration: +10% acid Changes damage: +3% acid / +9% temporal / +6% nature Talent granted: +5 Block Handheld deflection devices. |
Cuthurath the Ichorlore (12 def, 15 armour, 100% power, 304.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 190% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +304 On weapon hit: * 21% chance to corrode armour by 30% On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +15 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 25 acid Changes resistances: +3% light Changes resistances penetration: +10% nature Talent granted: +5 Block Spell save: +12 (+2 eff.) Knockback immunity: +5% Handheld deflection devices. |
Dawncrack (12 def, 3 armour, 100% power, 196.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +196 On weapon hit: * 67% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 physical / +32 light Damage against: +15% Demon When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 39% chance to blind Changes stats: +10 Mag / +7 Con Changes resistances: +20% light / +2% physical Changes damage: +9% arcane Talent granted: +5 Block Spell save: +6 (+1 eff.) Stamina each turn: +0.80 Mana each turn: +0.24 Mana when firing critical spell: +5.00 Handheld deflection devices. |
Glitterrip (12 def, 3 armour, 100% power, 209.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +210 On weapon hit: * 40% chance to corrode armour by 30% * 53% chance to disease Burst (radius 1) on hit: +8 acid / +20 fire / +12 light Burst (radius 2) on crit: +12 acid When wielded/worn: Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 26% chance to disease Damage (Melee): 10 fire Damage when hit (Melee): 20 fire Changes resistances: +9% acid Changes resistances penetration: +15% light Changes damage: +15% acid / +12% light Talent granted: +5 Block Handheld deflection devices. |
Kodig (12 def, 15 armour, 100% power, 312 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 174% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +312 On weapon hit: * 49% chance to cause random gloom Damage (Melee): +20 acid Burst (radius 2) on crit: +12 mind When wielded/worn: Armour: +15 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to corrode armour by 30% Changes stats: +4 Dex / +2 Wil / +14 Con Changes resistances: +19% acid / +6% temporal / +30% lightning Talent granted: +5 Block Physical save: +15 (+2 eff.) Handheld deflection devices. |
Murklore (12 def, 17 armour, 100% power, 213.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +214 On weapon hit: * 20 arcane resource burn * deal bonus physical damage equal to your armor Damage (Melee): +30 cold Burst (radius 1) on hit: +8 darkness When wielded/worn: Armour: +17 Armour Hardiness: +10% Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 ice Changes stats: +3 Str / +3 Mag / +6 Wil Changes resistances: +39% lightning / +20% physical / +29% cold Grants telepathy: Dragon Talent granted: +5 Block Reduces incoming crit damage: 15.00% Light radius: +3 Handheld deflection devices. |
Pitchguile (12 def, 9 armour, 100% power, 203.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +204 Damage (Melee): +17 cold Damage against: +35% Undead / +15% Humanoid When wielded/worn: Armour penetration: +4 Physical crit. chance: +9.0% Armour: +9 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 20 ice Changes stats: +3 Con Changes resistances penetration: +30% arcane / +20% darkness Talent granted: +5 Block Life regen: +0.80 Only die when reaching: -80.00 life Handheld deflection devices. |
Rheroddamastir the voratun shield (12 def, 3 armour, 100% power, 211 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 172% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +7 Crit. chance: +5.0% Block value: +211 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage against: +25% Horror / +25% Animal When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +2.0% Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 8 physical Maximum wards: +6 lightning / +6 temporal / +6 blight / +5 fire / +6 cold Changes damage: +9% arcane Talents granted: +5 Block +1 Ward Critical mult.: +18.00% Life regen: +0.60 Spell crit. chance: +3% Handheld deflection devices. |
Skyorder the voratun shield (12 def, 3 armour, 100% power, 196 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +196 On weapon hit: * 49% chance to daze at end of turn Damage (Melee): +16 lightning / +40 fire / +12 nature Burst (radius 1) on hit: +12 nature When wielded/worn: Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 73 fire Changes stats: +12 Str Changes resistances: +62% fire Changes resistances penetration: +5% acid Talent granted: +5 Block Handheld deflection devices. |
Summertide (17 def, 15 armour, 100% power, 260 block)Requires: - Willpower 28 - Dexterity 20 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+1 eff.) Ranged Defense: +17 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+2 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 1764.53 to 2205.66 light damage (based on Willpower and Cunning), costing 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Sunravager (12 def, 3 armour, 100% power, 202 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 190% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +5.0% Block value: +202 On weapon hit: * 67% chance to blind Damage Shield penetration (this weapon only): +80% Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +16 light Damage against: +25% Undead / +35% Animal When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes stats: +5 Str Changes resistances: +20% blight / +20% nature / +9% light Changes damage: +9% physical Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Duathelmire' (12 def, 12 armour, 100% power, 298.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +298 On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +18 acid / +20 fire / +12 darkness When wielded/worn: Armour: +12 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 33% chance to blind * 30% chance to corrode armour by 30% Effects when hit in melee: * 17% chance to corrode armour by 30% Damage when hit (Melee): 40 fire Changes stats: +6 Str / +6 Con Changes resistances: +32% acid / +19% fire / +3% darkness Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Hathechik' (27 def, 3 armour, 100% power, 203 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 192% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +5.0% Block value: +203 Burst (radius 1) on hit: +20 fire When wielded/worn: Armour: +3 Defense: +27 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage (Melee): 10 fire Damage when hit (Melee): 20 fire Changes stats: +3 Dex Changes resistances: +13% acid / +9% temporal / +8% fire / +13% lightning / +13% cold Talent granted: +5 Block Reduces incoming crit damage: 15.00% Stamina each turn: +0.40 Deflect projectiles away: +19% Handheld deflection devices. |
voratun shield 'Jetspawner' (12 def, 3 armour, 100% power, 213.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 192% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +214 On weapon hit: * 54% chance to disease On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 blight / +16 darkness When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 arcane Changes resistances: +6% arcane / +27% darkness Changes resistances penetration: +15% arcane / +15% darkness Changes damage: +15% darkness / +6% arcane Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Voidsnake' (12 def, 3 armour, 100% power, 193 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 183% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +193 On weapon hit: * 40% chance to corrode armour by 30% * reduce the cooldown of your ward talent by 1 Damage (Melee): +20 light When wielded/worn: Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 39% chance to blind Changes stats: +6 Mag / +7 Con Changes resistances: +29% light / +26% fire / +12% darkness / +4% physical Maximum wards: +6 lightning / +6 temporal / +6 blight / +5 fire / +6 cold Talents granted: +1 Ward +5 Block Physical save: +9 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +6 (+1 eff.) Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Eremidin (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +5 Wil Changes resistances: +12% mind / +12% temporal Changes damage: +12% temporal Spell save: +39 (+4 eff.) Maximum mana: +100.00 Spellpower: +4 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: -10% cold / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+1 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+2 eff.) It can be used to activate talent Temporal Reprieve (costing 28 power out of 50/50) : Effective talent level: 1.0 Power cost: 28 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+1 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+1 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
silk robe 'Brandhunter' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 12 fire Changes resistances: +14% acid / +17% physical / +18% cold / +22% fire Changes resistances penetration: +5% temporal / +10% fire Changes damage: +12% acid / +12% physical / +29% fire / +11% cold / +18% arcane / +3% temporal Talent cooldown: Refit Golem (-5 turns) Mana each turn: +0.27 Maximum mana: +161.00 Spellpower: +23 (+2 eff.) Spell crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+0 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+3 eff.) Blindness immunity: +50% Spellpower: +30 (+2 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Chamudil (20 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +20 (+2 eff.) Ranged Defense: +15 (+1 eff.) Changes stats: +4 Str / +10 Con Changes resistances: +4% physical Changes damage: +17% nature Critical mult.: +34.00% Poison immunity: +47% Disease immunity: +40% Maximum life: +110.00 Maximum mana: +171.00 Maximum stamina: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Deepsvile (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +4 Dex / +14 Mag Changes resistances penetration: +15% temporal / +15% darkness / +15% physical Changes damage: +24% blight / +20% temporal / +12% darkness / +20% physical Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Vim when firing critical spell: +8.00 Spellpower: +8 (+0 eff.) Light radius: +4 See invisible: +15 Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorireriwe the Dazzlestake (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Effects on melee hit: * 40% chance to blind Changes resistances: +30% lightning Changes damage: +20% lightning / +9% mind / +12% light Physical save: +40 (+4 eff.) Disarm immunity: +25% Confusion immunity: +20% Only die when reaching: -80.00 life Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hettibers the Vipercrack (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Damage when hit (Melee): 20 nature Changes stats: +8 Str Changes resistances: +27% lightning / +15% temporal Changes resistances penetration: +15% nature / +30% temporal Changes damage: +18% lightning Grants telepathy: Demon/Minor Demon/Major Light radius: +4 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Prismspar (13 def, 8 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +8 Defense: +13 (+1 eff.) Damage when hit (Melee): 8 acid / 16 temporal Changes stats: +1 Dex / +10 Mag Changes resistances: +12% lightning / +26% light / +11% fire / +3% acid / +2% physical / +11% blight / +10% cold / +20% mind / +27% darkness Changes resistances penetration: +20% light Changes damage: +20% light / +20% mind Physical save: +20 (+2 eff.) Spell save: +36 (+4 eff.) Mental save: +20 (+2 eff.) Maximum life: +102.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Airspawn' (5 def, 10 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +10 Defense: +5 (+0 eff.) Damage when hit (Melee): 12 lightning Changes stats: +3 Dex Changes resistances penetration: +35% lightning / +20% physical Critical mult.: +12.00% Physical save: +30 (+3 eff.) Mental save: +30 (+3 eff.) Life regen: +0.80 Stamina each turn: +1.40 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Dragarig' (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +6 Cun Changes resistances: +28% acid / +9% blight Changes resistances penetration: +10% temporal Changes damage: +19% acid / +19% light / +19% darkness Cut immunity: +20% Disarm immunity: +10% Pinning immunity: +20% Mana each turn: +0.34 Maximum mana: +99.00 Maximum psi: +50.00 Spellpower: +39 (+3 eff.) Spell crit. chance: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes resistances penetration: +20% darkness / +18% physical Changes damage: +20% physical / +17% darkness / +19% all Maximum hate: +15.00 Spellpower: +20 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of alchemy (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes resistances: +20% acid / +20% physical / +20% fire / +17% cold Changes resistances penetration: +20% mind Changes damage: +15% acid / +14% physical / +15% cold / +17% mind / +12% fire Talent cooldown: Refit Golem (-5 turns) Psi each turn: +1.00 Maximum psi: +37.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of life (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes resistances: +20% blight Changes damage: +18% arcane Life regen: +6.00 Maximum life: +99.00 Maximum mana: +101.00 Healing mod.: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of alchemy (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes resistances: +15% acid / +14% physical / +11% cold / +15% fire Changes damage: +10% acid / +5% physical / +6% cold / +14% fire Talent cooldown: Refit Golem (-4 turns) Spell save: +21 (+2 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+0 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 10 power out of 50/50) : Effective talent level: 2.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 334.22 to 1002.65 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Ivadama the Kindlearc (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% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 light Changes resistances: +6% acid / +7% physical / +6% light Changes resistances penetration: +25% acid Changes damage: +9% light Physical save: +13 (+2 eff.) Light radius: +3 A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Skywake the hardened leather armour (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% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes resistances: +21% lightning / +6% mind Changes resistances penetration: +15% mind Changes damage: +27% mind A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+1 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
hardened leather armour 'Stokerain' (3 def, 9 armour) =Waterbreath=Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+0 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +28% acid / +13% light / +14% darkness / +9% cold / +21% fire / +3% lightning Changes damage: +3% fire Allows you to breathe in: water A suit of armour made of leather. |
hardened leather armour 'Toragogund' (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +7% arcane / +12% acid Critical mult.: +15.00% Spell save: +12 (+2 eff.) Mental save: +30 (+3 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +8% A suit of armour made of leather. |
Aeramina the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 light Changes stats: +5 Wil Changes resistances: +30% blight / +36% fire / +31% darkness / +5% arcane Physical save: +6 (+1 eff.) Disease immunity: +10% Disarm immunity: +10% Pinning immunity: +20% Stamina each turn: +1.50 Light radius: +2 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 2233 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Bloommalice (17 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +17 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +8% Changes resistances: +20% light / +9% cold / +18% darkness / +15% nature Physical save: +40 (+4 eff.) Silence immunity: +25% Pinning immunity: +20% Knockback immunity: +25% Teleport immunity: +20% A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+1 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Dawnwisp the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Changes stats: +17 Cun / +17 Wil Changes resistances: +12% fire / +9% light / +12% nature Changes damage: +24% light Grants telepathy: Dragon Mental save: +65 (+7 eff.) Mindpower: +14 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 A suit of armour made of leather. |
Glubreba (5 def, 8 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Effects on melee hit: * 33% chance to disease Damage when hit (Melee): 20 blight Changes stats: +11 Cun / +8 Wil Changes resistances: +10% mind / +8% arcane Changes damage: +12% blight / +12% mind Mental save: +25 (+3 eff.) Mindpower: +14 (+1 eff.) A suit of armour made of leather. |
Hellclamor (19 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +20 (+1 eff.) Armour: +8 Defense: +19 (+2 eff.) Ranged Defense: +14 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 mind / 28 fire Changes stats: +5 Dex Changes resistances penetration: +20% physical Life regen: +2.40 Maximum life: +51.00 A suit of armour made of leather. |
Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 20 It can be used to activate talent Blood Grasp (costing 7 power out of 12/12) : Effective talent level: 5.0 Power cost: 7 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 947.99 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+1 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 4.0 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 728.14 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Neroba the drakeskin leather armour (19 def, 16 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +19 Physical crit. chance: +10.0% Armour: +16 Defense: +19 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 14 light Changes stats: +2 Dex / +5 Wil Changes resistances: +30% blight / +10% physical / +30% darkness Critical mult.: +3.00% Physical save: +25 (+3 eff.) Life regen: +0.40 Stamina each turn: +1.70 Light radius: +2 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 2545 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Nightbringer the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Effects on melee hit: * 60% chance to gain 10% of a turn (3/turn limit) Changes stats: +14 Wil Changes damage: +12% darkness Mental save: +12 (+2 eff.) Hate when firing a critical mind attack: +4.00 Maximum life: +47.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +50 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A suit of armour made of leather. |
Rhibar the drakeskin leather armour (20 def, 26 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Accuracy: +16 (+1 eff.) Physical crit. chance: +4.0% Armour: +26 Defense: +20 (+2 eff.) Ranged Defense: +15 (+1 eff.) Fatigue: +8% Effects on melee hit: * 45% chance to corrode armour by 30% Damage (Melee): 10 darkness Damage (Ranged): 10 darkness Changes resistances: +30% darkness / +25% temporal Changes resistances penetration: +20% physical Changes damage: +21% acid Physical save: +30 (+3 eff.) Stamina each turn: +0.80 Maximum life: +90.00 Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +22% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 14 turns. A suit of armour made of leather. |
Salaritha (26 def, 25 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +25 Defense: +26 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes stats: +2 Str / +9 Dex / +7 Wil / +17 Cun Physical save: +20 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +37 (+4 eff.) Poison immunity: +15% A suit of armour made of leather. |
Sungasher (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 24 light Changes stats: +10 Str / +11 Wil Changes resistances: +18% acid / +15% physical / +73% darkness / +59% blight / +6% temporal Changes resistances penetration: +5% light / +10% temporal Changes damage: +6% acid Light radius: +7 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 119 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
drakeskin leather armour 'Ashtyphoon' (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% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% fire Changes resistances penetration: +30% arcane / +30% temporal Changes damage: +9% arcane / +12% temporal Combat speed: +15% Casting speed: +15% Mental speed: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
drakeskin leather armour 'Demonobeisance' (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% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 63% chance to daze at end of turn * 60% chance to corrode armour by 30% * 45% chance to inflict 15% damage reduction Changes resistances: +27% acid / +12% temporal / +36% darkness / +18% lightning Changes resistances penetration: +40% acid Changes damage: +6% acid / +6% temporal A suit of armour made of leather. |
drakeskin leather armour 'Flashbrand' (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Effects on melee hit: * 49% chance to blind Changes stats: +3 Dex / +3 Mag / +8 Wil / +15 Cun Changes resistances: +9% light Changes resistances penetration: +20% arcane Changes damage: +9% arcane Critical mult.: +20.00% Infravision radius: +4 A suit of armour made of leather. |
drakeskin leather armour 'Strikedream' (5 def, 13 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +5 (+0 eff.) Fatigue: +8% Changes stats: +2 Cun / +2 Dex Changes resistances: +15% acid / +15% cold / +3% temporal Grants telepathy: All Allows you to breathe in: water A suit of armour made of leather. |
drakeskin leather armour 'Tulibar' (5 def, 14 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 15 acid / 14 fire Changes stats: +3 Mag / +11 Wil / +9 Cun Changes resistances: +45% acid / +15% cold / +29% fire Grants telepathy: Dragon Demon/Minor Humanoid/Orc Demon/Major Allows you to breathe in: water Mental save: +22 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +14 Spellpower: +2 (+0 eff.) A suit of armour made of leather. |
drakeskin leather armour 'Unradunaneg' (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 13 light Changes stats: +4 Wil Changes resistances: +21% blight / +26% darkness / +21% acid Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +16.00% Light radius: +2 A suit of armour made of leather. |
drakeskin leather armour of alacrity (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% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
enlightening drakeskin leather armour of thunder (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +17 (+1 eff.) Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Mag / +19 Wil / +8 Cun Changes resistances: +17% lightning Mental save: +24 (+3 eff.) Spellpower: +18 (+1 eff.) Spell crit. chance: +10% Mindpower: +25 (+2 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
multi-hued drakeskin leather armour of the deep (5 def, 13 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +5 (+0 eff.) Fatigue: +8% Changes resistances: +35% acid / +14% physical / +19% fire / +26% cold / +19% lightning Allows you to breathe in: water Mindpower: +13 (+1 eff.) A suit of armour made of leather. |
volcanic drakeskin leather armour of Toknor (5 def, 23 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Armour: +23 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +29% fire / +30% physical Critical mult.: +20.00% A suit of armour made of leather. |
volcanic drakeskin leather armour of Toknor (5 def, 23 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +23 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 9 fire Changes resistances: +29% fire / +30% physical Critical mult.: +20.00% A suit of armour made of leather. |
Bogtyphoon the voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 40% * 40% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +18% acid / +30% fire / +26% nature / +9% darkness Changes resistances penetration: +20% acid / +15% nature A suit of armour made of mail. |
Borezor (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 16 blight / 20 physical Changes stats: +7 Str / +6 Mag / +3 Wil / +1 Cun / +7 Con Changes damage: +6% mind Life regen: +3.90 Maximum life: +200.00 Light radius: +1 Healing mod.: +27% A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% acid / +20% cold Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Galudin the Airblast (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Changes resistances: +30% acid / +9% fire / +9% darkness / +12% lightning Changes resistances penetration: +33% lightning Changes damage: +24% lightning / +9% fire / +21% darkness A suit of armour made of mail. |
Grinudas the Radianceresolve (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 16 light / 18 physical Changes resistances: +12% blight / +33% light / +8% arcane Changes resistances penetration: +20% light Changes damage: +21% light / +21% blight A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 28 power out of 80/80) : Effective talent level: 3.0 Power cost: 28 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 277.59 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
searing voratun mail armour of command (20 def, 20 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+2 eff.) Fatigue: +16% Damage (Melee): 18 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +6 Cun Changes resistances: +30% acid / +30% fire Mental save: +25 (+3 eff.) A suit of armour made of mail. |
voratun mail armour 'Bilefurnace' (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 physical Changes stats: +3 Str / +4 Con Changes resistances: +29% fire Changes resistances penetration: +25% nature Changes damage: +9% nature Grants telepathy: Dragon Life regen: +4.00 Maximum life: +99.00 Infravision radius: +2 See invisible: +6 Healing mod.: +25% A suit of armour made of mail. |
voratun mail armour 'Kindlepeal' (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 12 fire Changes stats: +6 Str / +7 Con Changes resistances: +15% blight / +42% fire Changes resistances penetration: +20% arcane Changes damage: +3% fire Life regen: +4.00 Maximum life: +188.00 Healing mod.: +28% A suit of armour made of mail. |
voratun mail armour 'Moldstun' (5 def, 18 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+0 eff.) Fatigue: +16% Changes resistances: +30% lightning / +20% mind / +12% darkness Changes damage: +6% nature Blindness immunity: +20% Poison immunity: +15% Cut immunity: +20% Silence immunity: +10% Confusion immunity: +10% A suit of armour made of mail. |
voratun mail armour 'Murkspitter' (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 16 acid / 14 light / 8 darkness Changes stats: +6 Wil Changes resistances: +30% blight / +10% mind / +30% darkness / +6% acid Changes resistances penetration: +30% blight / +5% darkness / +5% acid Mental save: +25 (+3 eff.) Life regen: +8.00 Stamina each turn: +2.40 Light radius: +2 A suit of armour made of mail. |
steel plate armour 'Chaloldir' (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +22% Changes stats: +3 Str / +7 Dex / +3 Wil Changes damage: +9% mind Life regen: +4.40 Stamina each turn: +1.00 Light radius: +3 Infravision radius: +3 A suit of armour made of metal plates. |
Aerinor the Dimtickler (9 def, 24 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Armour: +24 Defense: +9 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 12 darkness Changes resistances: +15% physical / +6% darkness / +15% temporal Changes resistances penetration: +10% darkness Changes damage: +9% temporal Physical save: +25 (+3 eff.) Only die when reaching: -100.00 life Maximum life: +40.00 Maximum stamina: +15.00 A suit of armour made of metal plates. |
Elamina the Ichorwasp (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 51% * 51% chance to blind Damage when hit (Melee): 16 darkness / 19 physical Changes stats: +5 Mag Changes damage: +9% blight / +15% nature / +12% light / +12% arcane Spell save: +51 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +8 A suit of armour made of metal plates. |
Eleba the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 8 blight Changes resistances: +30% lightning / +15% acid Grants telepathy: All Critical mult.: +5.00% Disease immunity: +15% Silence immunity: +30% Disarm immunity: +25% Teleport immunity: +15% Mana each turn: +0.12 Spellpower: +12 (+1 eff.) A suit of armour made of metal plates. |
Galesta the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 20 mind Changes resistances: +15% temporal / +12% light / +48% fire Changes resistances penetration: +20% mind / +30% arcane Changes damage: +18% mind / +9% arcane Poison immunity: +30% Silence immunity: +30% Stun/Freeze immunity: +20% Teleport immunity: +20% A suit of armour made of metal plates. |
Glimmerviper the voratun plate armour (9 def, 20 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +9 (+1 eff.) Fatigue: +26% Changes resistances: +36% acid / +17% blight / +24% fire / +20% nature / +6% lightning Changes resistances penetration: +20% light Reduced damage from: +14% Unnatural Physical save: +3 (+1 eff.) Confusion immunity: +20% Light radius: +3 A suit of armour made of metal plates. |
Hanyrab the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +20% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 physical Changes resistances: +9% fire Changes damage: +18% temporal Spell save: +21 (+2 eff.) Blindness immunity: +15% Disarm immunity: +30% Stun/Freeze immunity: +15% Only die when reaching: -60.00 life Light radius: +3 A suit of armour made of metal plates. |
Neruldavena (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Changes resistances: +30% lightning / +18% light / +12% fire / +15% mind / +12% acid Silence immunity: +15% Confusion immunity: +20% Knockback immunity: +20% Only die when reaching: -100.00 life A suit of armour made of metal plates. |
Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+1 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+2 eff.) Mental save: +25 (+3 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+1 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 128 Armour, 182 Defense and your attacks will gain 85% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Polareranor the Flashoozer (9 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+1 eff.) Fatigue: +17% Changes stats: +12 Str / +1 Dex / +2 Wil / +2 Cun / +12 Con Changes resistances: +34% acid / +27% physical / +6% blight / +35% fire / +30% cold / +43% lightning Changes resistances penetration: +30% fire Changes damage: +9% nature Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Rush (-10 turns) Physical save: +15 (+2 eff.) Disarm immunity: +72% Stun/Freeze immunity: +75% Knockback immunity: +80% Infravision radius: +2 A suit of armour made of metal plates. |
Scaldquick (17 def, 21 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +21 Defense: +17 (+1 eff.) Fatigue: +26% Changes stats: +1 Dex / +6 Wil / +9 Cun Changes resistances: +22% fire Changes damage: +9% fire Mental save: +27 (+3 eff.) A suit of armour made of metal plates. |
voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% A suit of armour made of metal plates. |
voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% A suit of armour made of metal plates. |
voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% A suit of armour made of metal plates. |
Erefang the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Changes stats: +3 Dex / +3 Cun / +6 Lck Changes resistances: +6% cold Trap disarming bonus: +6 Stealth bonus: +6 Spell save: +9 (+1 eff.) Mental save: +13 (+2 eff.) Knockback immunity: +5% Infravision radius: +3 A belt that goes around your waist. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+1 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Shadowquick the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% acid Changes resistances penetration: +25% acid / +20% temporal Changes damage: +18% acid / +9% darkness Maximum encumbrance: +44 A belt that goes around your waist. |
hardened leather belt 'Betyriana'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +4 Mag Changes resistances: +6% acid / +12% temporal Changes resistances penetration: +25% temporal Mana each turn: +0.37 Maximum mana: +37.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
hardened leather belt 'Goronarimas'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +10 Str / +3 Mag / +5 Wil / +3 Con Mental save: +9 (+1 eff.) Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 5.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 361 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Aeremina the LightningwillInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+1 eff.) Ranged Defense: +11 (+1 eff.) Changes stats: +7 Str / +6 Dex / +7 Wil / +7 Cun Changes resistances: +6% mind / +12% acid Changes damage: +9% lightning Physical save: +20 (+2 eff.) Spell save: +65 (+6 eff.) Mental save: +48 (+5 eff.) Disease immunity: +30% Disarm immunity: +25% Only die when reaching: -40.00 life A belt that goes around your waist. |
Corpsequake the drakeskin leather beltInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 45% chance to corrode armour by 30% Damage when hit (Melee): 12 nature Changes stats: +6 Str / +7 Dex / +6 Wil / +7 Cun Changes resistances: +27% acid / +3% nature / +15% blight Changes resistances penetration: +10% acid Changes damage: +21% mind / +9% acid Critical mult.: +13.00% Physical save: +19 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +19 (+2 eff.) A belt that goes around your waist. |
Deepsterror the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+1 eff.) Armour: +11 Defense: +13 (+1 eff.) Effects on melee hit: * 50% chance to inflict 15% damage reduction Changes stats: +2 Str / +8 Dex / +10 Cun / +2 Con Changes resistances penetration: +15% mind Changes damage: +9% mind / +9% darkness Physical save: +25 (+3 eff.) Spell save: +13 (+2 eff.) Mental crit. chance: +12% Size category: +1 A belt that goes around your waist. |
EclipsebiterInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +8 Cun Changes resistances: +15% lightning / +14% temporal / +9% darkness Grants telepathy: All See invisible: +9 A belt that goes around your waist. |
Gagata the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Dex / +3 Cun Changes resistances: +15% light / +15% darkness Changes resistances penetration: +15% arcane Changes damage: +15% blight Mana each turn: +0.12 Mana when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +16 Spell crit. chance: +3% See invisible: +15 Damage Shield penetration: +30% A belt that goes around your waist. |
Issivon the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +4 Fatigue: -10% Changes damage: +12% mind Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +46 Physical save: +51 (+6 eff.) Spell save: +24 (+3 eff.) Only die when reaching: -80.00 life Maximum vim: +40.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +12% A belt that goes around your waist. |
Moldoblivion the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +23 (+2 eff.) Changes stats: +4 Cun / +6 Wil Changes resistances: +9% light / +12% nature Critical mult.: +10.00% Stealth bonus: +14 Mental save: +15 (+2 eff.) Disease immunity: +20% Only die when reaching: -40.00 life Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
Nerilaith the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +6 Str / +6 Con Changes resistances: +12% nature Spell save: +15 (+2 eff.) Mental save: +39 (+4 eff.) Poison immunity: +20% Disarm immunity: +25% Confusion immunity: +25% Pinning immunity: +20% Stun/Freeze immunity: +20% Stamina each turn: +2.00 Maximum life: +40.00 Maximum stamina: +20.00 Spellpower: +11 (+1 eff.) A belt that goes around your waist. |
balancing drakeskin leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Fatigue: -10% Changes stats: +5 Cun / +6 Dex Maximum encumbrance: +60 Mental crit. chance: +14% A belt that goes around your waist. |
drakeskin leather belt 'Flowerbiter'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: -10% Changes stats: +2 Str / +5 Wil Changes resistances penetration: +25% arcane Changes damage: +12% nature / +12% arcane Critical mult.: +9.00% Maximum encumbrance: +50 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +6% A belt that goes around your waist. |
drakeskin leather belt 'Isaldavea'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +11 Changes stats: +5 Dex / +6 Mag / +8 Cun / +3 Con Changes resistances penetration: +15% mind Mana each turn: +0.34 Maximum mana: +60.00 Mental crit. chance: +11% Light radius: +3 Infravision radius: +3 It can be used to create a temporary shield that absorbs 365 damage, putting all charms on cooldown for 17 turns. A belt that goes around your waist. |
drakeskin leather belt 'Shockhue'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +15 Defense: +15 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature / 8 darkness Changes stats: +6 Mag Changes resistances: +12% lightning / +15% darkness Changes resistances penetration: +40% lightning Changes damage: +18% lightning Physical save: +25 (+3 eff.) Spell save: +15 (+2 eff.) Mana each turn: +0.60 Maximum mana: +43.00 Size category: +1 A belt that goes around your waist. |
monstrous drakeskin leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +6 Str / +6 Dex / +5 Cun / +4 Con / +10 Lck Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +14 (+2 eff.) Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
monstrous drakeskin leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +19 (+1 eff.) Changes stats: +6 Str / +6 Con Critical mult.: +15.00% Physical save: +11 (+2 eff.) Size category: +1 A belt that goes around your waist. |
monstrous drakeskin leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+1 eff.) Changes stats: +6 Str / +5 Con Physical save: +30 (+3 eff.) Mindpower: +12 (+1 eff.) Size category: +1 A belt that goes around your waist. |
nightruned drakeskin leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Changes resistances: +14% light / +15% darkness It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 17 turns. A belt that goes around your waist. |
reinforced drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +14 (+1 eff.) Changes stats: +6 Con Physical save: +25 (+3 eff.) Mental save: +15 (+2 eff.) Mindpower: +10 (+1 eff.) A belt that goes around your waist. |
skylord's drakeskin leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +7 Str / +7 Dex / +7 Wil / +7 Cun Critical mult.: +13.00% Physical save: +20 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +20 (+2 eff.) A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +11 Mag / +6 Wil Mana each turn: +0.59 Maximum mana: +60.00 Spell crit. chance: +6% A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +6 Mag Spell save: +15 (+2 eff.) Mana each turn: +0.51 Maximum mana: +56.00 Size category: +1 A belt that goes around your waist. |
Duradil (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Fatigue: -4% Changes stats: +7 Str / +4 Dex / +2 Cun Changes damage: +6% mind Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beloriarin (2 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +15 Defense: +2 (+0 eff.) Changes resistances: +18% cold Physical save: +20 (+2 eff.) Disease immunity: +10% Silence immunity: +25% Pinning immunity: +20% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 17 power out of 60/60) : Effective talent level: 2.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 20 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
cashmere cloak 'Isymibeth' (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+1 eff.) Changes stats: +2 Cun Changes resistances penetration: +25% acid Grants telepathy: Dragon Physical save: +11 (+2 eff.) Psi when hit: +0.24 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairykhad the Skycast (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 79% chance to corrode armour by 30% Changes resistances: +9% acid / +3% darkness / +12% lightning / +38% blight / +6% cold / +13% arcane / +46% nature Changes damage: +6% nature / +9% lightning Spell save: +18 (+2 eff.) Life regen: +5.50 Maximum life: +39.00 Healing mod.: +58% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinonn the Breezebreak (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 49% chance to corrode armour by 30% Changes stats: +9 Str Changes resistances: +33% acid / +29% temporal / +42% darkness Changes resistances penetration: +20% nature / +20% acid Changes damage: +18% nature Reduces incoming crit damage: 24.00% Light radius: +3 Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Muredar (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +32 (+2 eff.) Defense: +3 (+0 eff.) Damage when hit (Melee): 12 arcane Changes stats: +4 Dex Changes resistances penetration: +20% physical Changes damage: +27% mind Critical mult.: +15.00% Life regen: +0.80 Only die when reaching: -134.00 life Maximum life: +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tainttrail (18 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +18 (+1 eff.) Changes stats: +6 Str / +3 Dex / +5 Mag / +9 Con Changes resistances: +12% nature / +6% fire Changes resistances penetration: +15% nature Physical save: +54 (+6 eff.) Spell save: +22 (+2 eff.) Mental save: +40 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +110.00 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torchking the elven-silk cloak (3 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Wil / +4 Mag Changes resistances: +17% nature / +15% blight / +23% cold / +6% mind / +3% fire Changes resistances penetration: +10% mind / +15% fire Changes damage: +6% mind Life regen: +2.10 Spell crit. chance: +5% Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerunn the Scorpionshine (3 def, 15 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +15 Defense: +3 (+0 eff.) Changes stats: +10 Str / +8 Dex Changes resistances: +42% temporal / +30% darkness / +15% blight / +12% cold / +18% mind Changes resistances penetration: +30% fire Changes damage: +12% nature Blindness immunity: +35% Disease immunity: +15% Disarm immunity: +25% Pinning immunity: +20% Stun/Freeze immunity: +35% Life regen: +0.80 Defense after a teleport: +28 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zolach the elven-silk cloak (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Defense: +3 (+0 eff.) Fatigue: -7% Changes stats: +6 Dex / +5 Wil / +10 Cun Changes resistances penetration: +25% mind Physical save: +30 (+3 eff.) Stamina each turn: +0.40 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak (3 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Ebonybreeze' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Wil Changes resistances: +10% acid / +10% lightning / +9% fire / +8% arcane / +10% cold Changes resistances penetration: +30% arcane / +30% mind Changes damage: +24% darkness Mental save: +18 (+2 eff.) Equilibrium when hit: +0.16 Maximum psi: +40.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Isilerin' (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+1 eff.) Damage when hit (Melee): 16 blight Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +10% arcane Critical mult.: +31.00% Physical save: +13 (+2 eff.) Spell save: +37 (+4 eff.) Vim when firing critical spell: +2.00 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Samadechak' (13 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+1 eff.) Changes resistances: +24% light / +25% fire Changes resistances penetration: +15% acid / +25% temporal / +20% physical Changes damage: +27% temporal Critical mult.: +12.00% Stealth bonus: +15 Physical save: +40 (+4 eff.) Life regen: +0.60 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Sparkhash' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 40% chance to daze at end of turn * 30% chance to blind Damage when hit (Melee): 12 light / 16 lightning Changes stats: +4 Wil / +4 Mag Changes resistances: +24% lightning Changes resistances penetration: +15% light Changes damage: +9% acid Light radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Defense: +3 (+0 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances penetration: +15% arcane Changes damage: +11% arcane Critical mult.: +27.00% Maximum mana: +57.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unrileg (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +3% Changes stats: +4 Str / +4 Con Changes resistances: +9% light Changes resistances penetration: +15% blight Physical save: +30 (+3 eff.) Mental save: +12 (+2 eff.) Cut immunity: +35% Stun/Freeze immunity: +25% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 1.2 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of hardened leather boots 'Toxinwrack' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Lck / +5 Dex Changes resistances: +6% nature Changes resistances penetration: +25% nature / +25% mind Changes damage: +15% nature / +9% mind Stealth bonus: +8 A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+0 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 14 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Blastrigor (0 def, 23 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +26 (+2 eff.) Armour: +23 Fatigue: +5% Effects on melee hit: * 30 arcane resource burn * 79% chance to daze at end of turn Changes stats: +8 Str / +7 Dex Changes resistances: +5% physical / +15% light / +13% arcane Physical save: +44 (+5 eff.) Spell save: +14 (+2 eff.) Mental save: +13 (+2 eff.) Stamina each turn: +0.60 Maximum life: +40.00 Light radius: +4 Healing mod.: +15% A pair of boots made of leather. |
Branodor the pair of drakeskin leather boots (9 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex / +4 Mag / +3 Wil / +6 Cun / +3 Con Changes resistances: +12% temporal Critical mult.: +25.00% Mental save: +50 (+5 eff.) Maximum psi: +30.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +9% A pair of boots made of leather. |
Ce'Nuth the Radianceraze (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +13 Fatigue: +5% Effects on melee hit: * 40% chance to corrode armour by 30% * 40% chance to blind Changes stats: +4 Str Changes resistances: +13% cold / +15% fire Changes resistances penetration: +20% light Changes damage: +6% acid Maximum stamina: +10.00 A pair of boots made of leather. |
Cuthidas (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% blight / +4% physical / +9% temporal Changes resistances penetration: +25% acid Maximum encumbrance: +47 Physical save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Stun/Freeze immunity: +35% Knockback immunity: +30% A pair of boots made of leather. |
Growlord the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature Changes resistances: +15% cold / +14% fire / +12% nature / +18% temporal Silence immunity: +46% Confusion immunity: +50% Stun/Freeze immunity: +49% Stamina each turn: +1.30 Maximum stamina: +40.00 A pair of boots made of leather. |
Heleg the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +8 Mag / +4 Wil / +10 Cun / +6 Con Changes resistances: +8% arcane Changes resistances penetration: +30% arcane Reduces incoming crit damage: 25.00% Maximum encumbrance: +50 Physical save: +14 (+2 eff.) Mental save: +50 (+5 eff.) Mindpower: +8 (+1 eff.) Light radius: +3 A pair of boots made of leather. |
Koridil the pair of drakeskin leather boots (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Dex Changes resistances: +3% cold / +9% nature / +6% arcane Physical save: +51 (+6 eff.) Spell save: +51 (+5 eff.) Mental save: +45 (+5 eff.) A pair of boots made of leather. |
Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+0 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 62 (based on Magic), costing 13 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Shinetitan (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Damage when hit (Melee): 12 light Changes stats: +5 Mag / +12 Wil / +10 Con Critical mult.: +15.00% Mental save: +24 (+3 eff.) Mana each turn: +0.54 Maximum mana: +60.00 Spell crit. chance: +3% See invisible: +18 A pair of boots made of leather. |
pair of drakeskin leather boots 'Aeronn' (12 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +9 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +5% Effects on melee hit: * 33% chance to disease Changes stats: +14 Str / +2 Dex / +16 Con Changes resistances: +3% physical Changes resistances penetration: +10% acid Changes damage: +10% physical Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +44% Size category: +1 It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 25/25. Range: 8 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 drakeskin leather boots 'Flameworth' (9 def, 15 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +9 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 acid Changes stats: +6 Mag / +6 Wil Changes resistances: +15% acid / +21% temporal / +15% cold / +21% fire / +27% lightning Changes resistances penetration: +15% acid / +10% temporal / +5% fire Changes damage: +9% temporal / +9% fire Mana each turn: +0.38 Maximum mana: +51.00 Spell crit. chance: +5% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
pair of drakeskin leather boots 'Turisarath' (0 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +9 Fatigue: +5% Changes stats: +9 Str / +5 Mag / +5 Con Changes resistances: +14% lightning / +13% temporal / +1% physical Changes damage: +6% blight / +10% physical Spell save: +8 (+1 eff.) Life regen: +0.40 Lowers spell cool-downs by: 10% Healing mod.: +15% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of drakeskin leather boots 'Xytta' (9 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +5% Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +15% acid / +15% blight Changes damage: +9% temporal Spell save: +9 (+1 eff.) Cut immunity: +40% Disarm immunity: +15% Pinning immunity: +15% Mana when firing critical spell: +4.00 Maximum stamina: +25.00 Spell crit. chance: +4% It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
restorative pair of drakeskin leather boots of massiveness (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +10 Con Changes damage: +10% physical Life regen: +5.50 Healing mod.: +30% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of rushing (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con Silence immunity: +50% Confusion immunity: +44% Stun/Freeze immunity: +50% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 25/25. Range: 8 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. |
Adiraba the Burnshear (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Armour: +4 Fatigue: +3% Changes resistances: +9% fire Changes resistances penetration: +7% physical Changes damage: +6% fire Mental save: +9 (+1 eff.) Mindpower: +20 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Betymiwen' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Wil / +1 Cun / +4 Con Changes resistances penetration: +5% mind / +7% physical Grants telepathy: All Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 142 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blindpyre (15 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+1 eff.) Ranged Defense: +15 (+1 eff.) Fatigue: +4% Changes stats: +4 Mag / +4 Wil Changes resistances: +18% fire / +9% light / +12% temporal Changes resistances penetration: +25% light Changes damage: +24% temporal Poison immunity: +15% Disarm immunity: +15% Knockback immunity: +15% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 14 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Malyrig the Pitchtouch (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness / 8 fire Changes resistances: +12% temporal / +21% darkness / +12% fire Changes resistances penetration: +20% darkness / +5% temporal Changes damage: +3% darkness Stamina each turn: +1.30 Maximum stamina: +32.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porythra the Pustaint (31 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +31 (+3 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes resistances: +30% darkness / +26% temporal Changes resistances penetration: +30% blight / +20% temporal / +20% darkness Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 5.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 361 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scumbender (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Wil / +5 Cun / +4 Con Changes resistances: +18% nature Changes resistances penetration: +10% temporal Critical mult.: +10.00% Mental save: +21 (+3 eff.) Mindpower: +12 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 1.2 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of voratun boots 'Manehir' (34 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +34 (+3 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 12 blight Changes stats: +2 Wil Changes resistances: +26% temporal / +23% darkness / +9% mind Changes resistances penetration: +20% darkness / +20% temporal Critical mult.: +15.00% Mental save: +3 (+1 eff.) Maximum hate: +4.00 Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +28% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 214 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Scaldshaper' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 100% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 fire Changes resistances: +18% temporal / +44% fire / +13% arcane / +15% cold Changes resistances penetration: +40% darkness / +45% temporal Changes damage: +12% fire / +30% darkness / +36% arcane Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Sepsisfury' (0 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +14 Fatigue: +4% Effects on melee hit: * Slows global speed by 45% Changes stats: +4 Str / +3 Con Changes resistances: +9% nature Changes damage: +33% nature Life regen: +0.80 Stamina each turn: +1.40 Maximum stamina: +30.00 Healing mod.: +25% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 593.25 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 14 power out of 24/24) : Effective talent level: 2.0 Power cost: 14 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 3300.88 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Duvuyon the Filthstone (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+1 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 45% * 50% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 darkness / 12 nature Changes stats: +6 Str Changes resistances: +21% nature / +9% temporal Changes damage: +15% mind / +30% temporal Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% When used to modify unarmed attacks: Power: 147% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +8 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hanyrerath the Venomobsidian (0 def, 8 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Damage (Melee): 14 cold Changes resistances: +20% darkness / +20% blight / +10% cold / +20% arcane / +9% fire Changes resistances penetration: +10% nature Changes damage: +11% cold / +6% fire Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +21 (+2 eff.) Mental save: +15 (+2 eff.) Maximum life: +80.00 Light radius: +2 When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Burst (radius 1) on hit: +8 light / +16 nature Burst (radius 2) on crit: +15 ice / +8 light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ravenobsidian the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 15 fire Changes stats: +5 Str / +4 Dex / +4 Cun Changes resistances: +5% arcane / +10% fire Changes resistances penetration: +20% darkness Changes damage: +9% arcane / +11% fire Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+2 eff.) Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +4 darkness Burst (radius 2) on crit: +4 temporal / +4 darkness / +15 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Venomslice the drakeskin leather gloves (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+2 eff.) Armour: +8 Damage (Melee): 15 arcane Damage when hit (Melee): 8 nature Changes stats: +4 Dex / +9 Mag / +10 Wil Changes resistances: +6% nature / +8% arcane / +3% mind Mental save: +5 (+1 eff.) Maximum life: +71.00 When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +15 arcane / +8 mind Burst (radius 1) on hit: +4 mind / +4 nature It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of the nighthunter (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +3 Changes stats: +5 Str / +3 Dex / +7 Cun Changes resistances: +12% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+2 eff.) Infravision radius: +3 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +22 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 119 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Isetha' (0 def, 9 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 20 light Changes stats: +4 Cun Changes resistances: +15% fire / +24% light / +3% physical Changes resistances penetration: +30% mind Changes damage: +9% light Mental save: +20 (+2 eff.) Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 11% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of magic (+5) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Mag Changes damage: +10% arcane Mana each turn: +0.35 Spellpower: +16 (+1 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +38 arcane Burst (radius 2) on crit: +15 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Eilinethra' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 fire Changes stats: +2 Cun / +1 Str Changes resistances: +5% fire Changes damage: +3% fire Physical save: +3 (+1 eff.) Light radius: +3 When used to modify unarmed attacks: Power: 99% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 1). Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +6 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). It can be used to activate talent Mindhook (costing 9 power out of 24/24) : Effective talent level: 4.0 Power cost: 9 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 9 power out of 16/16) : Effective talent level: 3.0 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 228.43 to 685.29 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Branddare (0 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Damage (Melee): 15 physical Damage when hit (Melee): 24 acid / 12 arcane Changes resistances: +12% acid / +36% fire Changes damage: +15% acid / +10% physical / +21% arcane / +9% fire When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +16 acid / +12 fire Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +36 fire / +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Charoozer (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Damage (Melee): 19 arcane Damage when hit (Melee): 8 blight Changes stats: +10 Mag / +10 Wil Changes resistances: +10% arcane / +12% fire Changes damage: +3% arcane / +12% blight Critical mult.: +14.00% Mana each turn: +0.32 Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Maximum vim: +40.00 Spellpower: +13 (+1 eff.) Spell crit. chance: +29% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +38 arcane Burst (radius 2) on crit: +8 temporal It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Chotosus the Moldslicer (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 51% Damage when hit (Melee): 20 arcane / 12 nature Changes resistances: +21% acid Changes resistances penetration: +25% nature Changes damage: +9% acid Physical save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +48% Light radius: +5 When used to modify unarmed attacks: Power: 133% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +20 acid Burst (radius 1) on hit: +20 nature Burst (radius 2) on crit: +16 light Metal gloves protecting the hands up to the middle of the lower arm. |
Cindervortex the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 fire / 34 mind / 40 darkness Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +3% light / +10% fire Changes resistances penetration: +5% fire Changes damage: +11% fire Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +25 (+3 eff.) Pinning immunity: +5% Mindpower: +10 (+1 eff.) When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +16 physical Burst (radius 2) on crit: +15 fire It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Duathelhacker the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Damage (Melee): 19 arcane / 16 darkness Damage when hit (Melee): 12 darkness Changes stats: +10 Wil / +8 Mag Changes resistances: +8% arcane / +15% darkness Changes resistances penetration: +10% temporal Changes damage: +16% darkness / +6% mind Critical mult.: +15.00% Spell crit. chance: +16% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 151% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 15% chance to inflict 15% damage reduction * 53% chance to cause random gloom Damage (Melee): +19 arcane Burst (radius 1) on hit: +20 darkness It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Lightrot the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 45% chance to blind Damage (Melee): 12 light Damage when hit (Melee): 8 mind Changes stats: +10 Cun / +8 Wil Changes resistances: +14% light / +15% mind Changes resistances penetration: +15% mind Changes damage: +11% light Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Mental save: +50 (+5 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Light radius: +3 When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 15% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
Mayyba the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+2 eff.) Armour: +3 Damage (Melee): 10 darkness Changes stats: +5 Dex Changes resistances: +13% darkness / +3% cold Changes damage: +11% darkness / +9% physical Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +5% Life regen: +5.10 Stamina each turn: +1.90 Psi each turn: +0.35 When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 15% chance to inflict 15% damage reduction Metal gloves protecting the hands up to the middle of the lower arm. |
Windjeer (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +29 (+2 eff.) Physical power: +8 (+1 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 38 mind / 29 darkness Damage when hit (Melee): 8 arcane Changes stats: +8 Dex / +6 Con Changes resistances: +8% arcane Changes resistances penetration: +25% physical Changes damage: +3% light Physical save: +77 (+8 eff.) Spell save: +10 (+1 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +50% Only die when reaching: -40.00 life Mindpower: +10 (+1 eff.) When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Reproach (10% chance level 5). On weapon hit: * Slows global speed by 20% Damage (Melee): +22 physical It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Belolraremira' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 20 light Damage when hit (Melee): 20 acid Changes stats: +3 Cun / +9 Con Changes resistances: +15% light Changes damage: +10% light Physical save: +19 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +32 (+4 eff.) Disarm immunity: +49% Maximum life: +80.00 When used to modify unarmed attacks: Power: 150% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 12% chance to blind * 49% chance to corrode armour by 30% Damage Shield penetration (this weapon only): +30% Damage (Melee): +12 acid / +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Chargefame' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage (Melee): 30 lightning Changes stats: +9 Cun / +7 Dex Changes resistances: +20% lightning / +3% darkness Changes resistances penetration: +25% lightning Changes damage: +19% lightning / +15% temporal When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Lightning Breath (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +16 lightning Burst (radius 2) on crit: +29 lightning It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 42% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Sungrind' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 11 blight / 20 darkness / 10 lightning Damage when hit (Melee): 8 blight Changes resistances: +9% blight / +8% lightning / +13% darkness / +6% light Changes damage: +10% blight / +7% lightning / +11% darkness / +3% arcane Spell crit. chance: +1% When used to modify unarmed attacks: Power: 139% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). On weapon hit: * 12% chance to inflict 15% damage reduction Burst (radius 2) on crit: +12 blight / +8 light / +12 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of war-making (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Critical mult.: +12.00% Spell crit. chance: +16% Mental crit. chance: +8% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Balanceream the elven-silk wizard hat (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * Slows global speed by 50% Damage when hit (Melee): 20 nature Changes resistances: +33% nature / +6% fire Changes resistances penetration: +15% darkness / +20% fire Changes damage: +21% darkness Equilibrium when hit: +3.00 Psi when hit: +2.90 Hate when hit: +2.70 A pointy cloth hat, very wizardly... |
Ragumahor the elven-silk wizard hat (18 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+1 eff.) Defense: +18 (+1 eff.) Ranged Defense: +15 (+1 eff.) Changes resistances: +15% lightning / +9% cold / +21% temporal Physical save: +12 (+2 eff.) Spell save: +50 (+5 eff.) Silence immunity: +20% Life regen: +5.20 Stamina each turn: +0.80 Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of arcana (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Wil / +7 Mag Life regen: +6.00 Spellpower: +6 (+0 eff.) Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of madness (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Cun / +9 Wil Mental save: +20 (+2 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +5.60 Mental crit. chance: +8% Damage Shield Power: +14% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1084 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of arcana (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Wil / +7 Mag Changes damage: +15% acid / +15% cold / +15% fire / +15% arcane / +14% lightning Spellpower: +6 (+0 eff.) A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Con / +8 Mag Changes damage: +14% acid / +14% cold / +14% fire / +32% arcane / +12% lightning Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Buneg' (3 def, 7 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +7 Defense: +3 (+0 eff.) Changes stats: +4 Str Changes resistances: +15% blight / +5% physical / +15% nature Changes resistances penetration: +15% physical Changes damage: +12% mind / +15% physical Life regen: +0.60 Stamina each turn: +1.20 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Isewen' (3 def, 10 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+0 eff.) Changes resistances penetration: +20% acid Grants telepathy: Demon/Minor Demon/Major Mental save: +30 (+3 eff.) Psi each turn: +0.40 Maximum life: +90.00 Maximum stamina: +20.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +9% Healing mod.: +25% A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat of earthrunes (3 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Changes stats: +6 Con Changes resistances: +20% darkness / +20% physical Changes damage: +15% darkness / +20% physical Maximum hate: +12.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Stone Wall, placing all other charms into a 45 cooldown : Effective talent level: 1.0 Power cost: 45 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 15 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 415.38 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Mag / +7 Con Changes resistances: +20% darkness / +17% physical Changes damage: +18% physical / +19% arcane / +16% darkness Maximum hate: +15.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Isurabeth the Blindzeal (0 def, 1 armour) =Water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 lightning Changes resistances: +3% light / +8% cold Changes resistances penetration: +10% lightning / +25% light Changes damage: +9% light Allows you to breathe in: water A cap made of leather. |
Givena (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +9 Wil Changes resistances: +11% physical Changes resistances penetration: +20% mind Physical save: +11 (+2 eff.) Mental save: +12 (+2 eff.) Equilibrium when hit: +0.08 Maximum hate: +10.00 Maximum psi: +30.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+1 eff.) It can be used to activate talent Instill Fear (costing 10 power out of 45/45) : Effective talent level: 2.0 Power cost: 10 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 60% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 76%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Changes damage: +0% temporal / +0% physical Talent mastery: +0.20 Chronomancy / Timetravel Confusion immunity: +0% Spellpower: +8 (+0 eff.) Mindpower: +8 (+1 eff.) Casting speed: +0% Reduces paradox anomalies(equivalent to willpower): +5 This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
hardened leather cap 'Blastshine' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +18% lightning Changes resistances penetration: +15% lightning Changes damage: +30% arcane Infravision radius: +3 A cap made of leather. |
Bigorn the Vilequell (0 def, 25 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +25 Fatigue: +5% Damage when hit (Melee): 16 nature Changes resistances: +21% temporal / +8% arcane / +12% fire Confusion immunity: +15% Stun/Freeze immunity: +20% Maximum psi: +30.00 Mental crit. chance: +8% Infravision radius: +4 A cap made of leather. |
Blindcrack the drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 39% chance to inflict 15% damage reduction Damage when hit (Melee): 26 darkness Changes resistances: +39% lightning / +15% fire / +20% light / +40% darkness Changes resistances penetration: +15% darkness Changes damage: +12% lightning A cap made of leather. |
Cloudcut (0 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +21 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +24% darkness / +6% lightning Changes resistances penetration: +20% light Critical mult.: +9.00% Physical save: +35 (+4 eff.) Life regen: +0.80 Only die when reaching: -60.00 life Infravision radius: +8 A cap made of leather. |
Dairimnir the Purewitch (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Wil Changes resistances: +6% lightning / +21% blight / +6% fire / +16% nature / +3% mind Changes damage: +9% mind Physical save: +25 (+3 eff.) Spell save: +9 (+1 eff.) Mental save: +30 (+3 eff.) Cut immunity: +5% Confusion immunity: +15% Pinning immunity: +15% Knockback immunity: +5% Maximum life: +63.00 Healing mod.: +23% A cap made of leather. |
Eilineba the Sulfurraptor (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 51% Damage when hit (Melee): 34 nature Changes resistances: +15% lightning / +14% temporal / +9% nature / +15% mind Changes resistances penetration: +20% darkness / +15% fire Changes damage: +18% nature / +30% darkness A cap made of leather. |
Glintsear (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * Slows global speed by 50% * 45% chance to blind Damage when hit (Melee): 8 light Changes resistances: +15% acid / +9% fire / +27% light Changes resistances penetration: +15% acid / +25% fire Changes damage: +24% nature Infravision radius: +3 A cap made of leather. |
Liserathra the drakeskin leather cap (11 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +19 Defense: +11 (+1 eff.) Ranged Defense: +11 (+1 eff.) Fatigue: +5% Changes stats: +3 Str / +5 Dex Changes resistances: +15% mind Only die when reaching: -107.00 life Maximum life: +60.00 Infravision radius: +3 A cap made of leather. |
Murkwire (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Changes stats: +5 Dex / +14 Wil / +16 Cun / +4 Con Changes damage: +12% darkness Reduces incoming crit damage: 18.00% Mindpower: +6 (+1 eff.) A cap made of leather. |
Ravenpulverizer (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +5 Defense: +10 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Dex / +6 Wil / +9 Cun / +10 Con Changes resistances: +17% darkness Changes damage: +12% darkness / +9% arcane Spell save: +30 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +6 (+0 eff.) Infravision radius: +5 A cap made of leather. |
Relgudin (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +17 Cun / +16 Wil Changes resistances: +15% lightning / +18% temporal / +3% light / +6% darkness / +12% mind / +9% cold / +5% arcane / +3% acid Mental save: +30 (+3 eff.) Confusion immunity: -20% Fear immunity: -20% Mindpower: +6 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1483 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Salille the Obsidianfist (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +15% fire / +12% darkness / +12% temporal Changes resistances penetration: +25% fire Changes damage: +27% darkness / +18% fire Infravision radius: +4 A cap made of leather. |
drakeskin leather cap 'Blindvault' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +9 Str / +16 Wil Changes resistances: +15% blight / +9% mind / +9% light Changes resistances penetration: +5% light / +15% fire Changes damage: +12% light Mental save: +28 (+3 eff.) Light radius: +5 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14584.3 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
drakeskin leather cap 'Cracklebone' (12 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 12 arcane Changes stats: +14 Str / +4 Con Changes resistances: +6% lightning Changes damage: +12% lightning Critical mult.: +15.00% Stamina each turn: +0.80 Maximum stamina: +20.00 A cap made of leather. |
drakeskin leather cap 'Duathelbrawn' (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +5 Defense: +12 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 mind / 7 physical Changes stats: +10 Cun / +5 Str Changes resistances: +20% darkness / +20% light / +6% arcane / +9% mind Changes resistances penetration: +10% darkness / +5% mind Changes damage: +6% darkness / +9% arcane It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14584.3 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
drakeskin leather cap 'Earadur' (0 def, 9 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +4 Mag Changes resistances: +15% blight / +26% darkness / +8% arcane Changes resistances penetration: +15% acid Changes damage: +12% blight Physical save: +15 (+2 eff.) Spell save: +30 (+3 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +25% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +4% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
drakeskin leather cap 'Mardykath' (0 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +17 Fatigue: +5% Effects on melee hit: * 37% chance to corrode armour by 30% Damage when hit (Melee): 10 physical Changes stats: +4 Str Changes resistances: +21% darkness / +6% lightning Changes damage: +9% mind Physical save: +9 (+1 eff.) Blindness immunity: +20% Poison immunity: +10% Disease immunity: +15% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14584.3 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Smoldergasher the iron helm (9 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +5% Changes stats: +4 Dex Changes resistances: +9% acid / +12% darkness / +3% blight / +12% cold / +12% fire Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 17 power out of 30/30) : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 453.79 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 6 physical / 10 vim draining blight Changes stats: +3 Str / +5 Mag / +5 Wil / +1 Con Changes damage: +12% blight / +9% arcane / +6% darkness Critical mult.: +6.00% Physical save: +9 (+1 eff.) Maximum vim: +25.00 Spell crit. chance: +2% It can be used to activate talent Vimsense (costing 14 power out of 45/45) : Effective talent level: 2.0 Power cost: 14 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 68%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 25 power out of 45/45) : Effective talent level: 3.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 1206.80 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Sparksmasher the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +3 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str / +3 Dex / +4 Cun / +4 Con Changes resistances: +26% light / +17% darkness Changes resistances penetration: +10% nature Changes damage: +9% light / +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Squalorslicer (0 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Armour: +13 Fatigue: +5% Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes stats: +5 Str / +2 Dex Changes resistances: +15% fire / +15% nature / +15% cold Changes damage: +6% lightning Physical save: +15 (+2 eff.) Stamina each turn: +0.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Bolthacker' (10 def, 5 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 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +5 Defense: +10 (+1 eff.) Fatigue: +5% Effects on melee hit: * 34% chance to daze at end of turn Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Changes resistances: +31% mind / +6% lightning Changes resistances penetration: +5% mind Physical save: +25 (+3 eff.) Mental save: +45 (+5 eff.) Confusion immunity: +50% Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Camitosus' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +10 Str / +1 Wil / +5 Con Changes resistances: +20% light / +20% darkness Changes damage: +6% arcane Physical save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.16 Maximum mana: +40.00 Maximum vim: +10.00 Spellpower: +6 (+0 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14584.3 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-1 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+1 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
3750 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. |
Armufast the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Mental save: +6 (+1 eff.) Equilibrium when hit: +0.44 Maximum hate: +6.00 Light radius: +2 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Belugatta the SepsishashInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature / 12 fire Changes stats: +4 Wil Changes resistances: +6% nature Changes resistances penetration: +10% nature Changes damage: +7% mind / +18% 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. |
Chalimnir the CureenvyInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Wil Changes resistances: +12% nature / +6% lightning Changes resistances penetration: +25% nature Changes damage: +6% mind 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. |
Dawnbraze the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +7 Dex / +4 Mag / +4 Con Changes resistances: +7% blight Changes damage: +9% light Grants telepathy: Humanoid/Orc Life regen: +2.10 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. |
GlowvalorInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +3% mind / +12% light / +3% all Changes resistances penetration: +10% mind Spell save: +6 (+1 eff.) Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Hanatir the PitchrazeInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Wil Changes resistances penetration: +10% darkness Changes damage: +6% mind / +9% acid 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. |
RadianceclamorCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% light / +9% fire / +6% nature / +3% mind Blindness immunity: +25% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Yvybeth the CloudpealInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +3.0% Physical power: +10 (+1 eff.) Armour: +19 Damage when hit (Melee): 20 darkness Changes stats: +7 Con Changes resistances penetration: +37% lightning Physical save: +7 (+1 eff.) Maximum life: +30.00 Light radius: +2 Healing mod.: +14% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Flashwreath'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +6% light Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 1274.58 darkness damage (based on Mindpower and charge), costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (479 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Kindlenoon the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +1 Str Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +15% fire Changes damage: +12% fire Maximum life: +23.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lightningraider the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes resistances penetration: +10% lightning / +25% acid Changes damage: +6% nature / +30% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Daimerion (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Changes resistances: +15% acid / +18% nature / +6% light Changes resistances penetration: +10% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Jetriver (dig speed 19 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+0 eff.) Physical crit. chance: +10.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Str / +5 Wil / +3 Cun Changes resistances: +12% nature / +3% darkness Changes resistances penetration: +20% arcane Changes damage: +5% nature Mental crit. chance: +8% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Lightningwing' (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 45% chance to daze at end of turn Damage when hit (Melee): 16 fire Changes stats: +6 Str Changes resistances: +6% light / +6% nature Changes resistances penetration: +15% fire Changes damage: +15% lightning Physical save: +9 (+1 eff.) Blindness immunity: +15% Disease immunity: +15% Cut immunity: +10% Pinning immunity: +20% Knockback immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Duvykor the voratun pickaxe (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +20% fire / +19% darkness / +15% nature Changes resistances penetration: +40% mind Changes damage: +9% nature Grants telepathy: Humanoid/Orc Mental save: +3 (+1 eff.) Psi when hit: +0.08 Mental crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Layyyath (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +8 Str Changes resistances: +12% acid / +19% darkness / +9% fire / +5% arcane / +18% lightning Changes damage: +12% acid Infravision radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 3.6 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +81 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Rainwarden (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * Slows global speed by 50% * 45% chance to blind Damage when hit (Melee): 16 nature Changes stats: +8 Str Changes resistances: +14% nature / +8% arcane Changes damage: +19% nature / +6% light / +15% arcane Maximum life: +40.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Layorera' (dig speed 21 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 26 arcane resource burn Changes stats: +7 Str / +4 Con Changes resistances: +6% arcane / +27% acid Only die when reaching: -60.00 life Maximum stamina: +15.00 Light radius: +1 Healing mod.: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 60 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 4772.13 fire damage (based on Magic), costing 28 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 5814.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Cyroma [power 45] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances penetration: +5% arcane Changes damage: +3% blight Talent granted: +2 Telekinetic Blast Confusion immunity: +5% 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 12 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
Runiresin the Unlightbringer [power 2] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% light / +5% arcane Changes resistances penetration: +20% light / +25% darkness Changes damage: +15% darkness Talent granted: +3 Telekinetic Blast 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 6 turns. Torques are made by powerful psionics to store psionic powers. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Aeritha [power 167] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +12% temporal Maximum wards: +3 physical / +5 mind / +4 darkness Changes resistances penetration: +15% mind Changes damage: +9% arcane / +21% temporal Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 167 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Mayynn [power 173] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +3 Cun Maximum wards: +3 physical / +5 mind / +4 darkness Changes damage: +21% mind Talent granted: +1 Ward Mental save: +9 (+1 eff.) Stamina each turn: +0.40 Equilibrium when hit: +0.12 Mental crit. chance: +2% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
Breniromindur the ash totem of cure ailments [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Changes stats: +4 Wil Changes resistances: +3% physical Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Maximum stamina: +35.00 It can be used to remove up to 2 poisons or diseases from a target within range 23 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Eilinilewyn the Sparkoracle [power 31] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +18% lightning Changes resistances penetration: +15% temporal Changes damage: +9% temporal It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Flashnoon [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +18% acid / +6% lightning Changes damage: +6% acid / +9% lightning It can be used to remove up to 2 poisons or diseases from a target within range 23 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Emitira the yew totem of thorny skin [power 39] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% light / +3% temporal Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +3 Lay Web It can be used to harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Cinderoath the dragonbone totem of thorny skin [power 82] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 lightning / 12 fire Changes resistances: +27% lightning / +27% fire / +9% temporal Changes resistances penetration: +15% lightning / +33% fire Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Galesmash the dragonbone totem of healing [power 262] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Changes stats: +2 Str / +6 Dex / +4 Cun / +7 Con Changes damage: +12% lightning Reduces incoming crit damage: 20.00% See invisible: +21 It can be used to heal a target within range 23 (based on Willpower) for 262, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
Shimmertrencher the dragonbone totem of healing [power 247] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Wil Changes damage: +18% lightning / +9% physical Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +12.00% Physical save: +6 (+1 eff.) See invisible: +18 Healing mod.: +10% It can be used to heal a target within range 23 (based on Willpower) for 247, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Starnaught the dragonbone totem of cure ailments [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +4 acid / +5 nature / +2 light Changes resistances penetration: +20% light Changes damage: +6% light Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +3 Rushing Claws +3 Lay Web +1 Ward Light radius: +3 It can be used to remove up to 4 poisons or diseases from a target within range 23 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+2 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 20 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Umbramarrow [power 87] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Armour: +14 Changes stats: +7 Con Changes resistances penetration: +15% mind Changes damage: +15% darkness Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Mental crit. chance: +6% Healing mod.: +20% It can be used to harden the skin for 7 turns increasing armour by 87 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Demon's kiss' [power 90] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +6 Wil Changes resistances penetration: +10% arcane / +25% blight Changes damage: +3% darkness Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws Maximum mana: +60.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Corruptionwalker the elm wand of clairvoyance [power 9] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances penetration: +10% nature Changes damage: +12% nature / +9% light Light radius: +3 It can be used to reveal the area around you, dispelling darkness (radius 9, power 247 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration 'Siliba' [power 85] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Con Stamina each turn: +0.40 Maximum life: +30.00 Maximum stamina: +15.00 Maximum vim: +7.00 It can be used to fire a bolt of a random element with (base) damage 42 to 85, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Bloomimmortal [power 38] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes resistances: +9% nature Maximum wards: +2 lightning / +2 temporal / +1 blight / +2 fire / +3 cold Changes resistances penetration: +10% arcane Talents granted: +2 Void Blast +1 Ward Maximum mana: +20.00 Spellpower: +6 (+0 eff.) It can be used to disarm traps (38 bonus disarm power, based on Magic) along a range 11 line, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Murkrace [power 10] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% temporal Changes damage: +3% darkness / +3% temporal It can be used to reveal the area around you, dispelling darkness (radius 10, power 248 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xeruwen [power 181] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Fatigue: -8% Changes stats: +2 Mag / +2 Wil Light radius: +3 Infravision radius: +3 See invisible: +6 It can be used to fire a bolt of a random element with (base) damage 90 to 181, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Airvortex' [power 157] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +9% lightning Maximum wards: +2 lightning / +2 temporal / +3 blight / +2 fire / +2 cold Changes resistances penetration: +15% lightning Changes damage: +6% lightning Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 78 to 157, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 mana. 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Prism's kiss the elven-wood wand of firewall [power 281] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +4 Cun / +11 Wil Changes resistances: +9% light Changes resistances penetration: +30% light Changes damage: +30% light Equilibrium when hit: +0.16 Mindpower: +6 (+1 eff.) Mental crit. chance: +4% It can be used to creates a wall of flames lasting 4 turns (dealing 562 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking elven-wood wand of firewall [power 245] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +5 Strike It can be used to creates a wall of flames lasting 4 turns (dealing 490 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Artheyathel the dragonbone wand of conjuration [power 433] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Wil / +6 Mag Changes resistances: +18% cold Changes resistances penetration: +15% arcane Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) Blindness immunity: +45% It can be used to fire a bolt of a random element with (base) damage 216 to 433, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 14 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Blazetouch [power 349] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 20 light Changes resistances: +6% arcane Changes resistances penetration: +15% arcane / +10% lightning Changes damage: +18% light / +12% arcane Talent cooldown: Strike (-1 turn) Talent granted: +4 Strike It can be used to creates a wall of flames lasting 4 turns (dealing 698 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Branuyagen the Bloomraze [power 16] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +4.0% Physical power: +10 (+1 eff.) Changes resistances: +9% darkness / +15% nature Changes resistances penetration: +20% fire / +15% physical Critical mult.: +15.00% Knockback immunity: +15% Maximum stamina: +20.00 Maximum vim: +19.00 It can be used to reveal the area around you, dispelling darkness (radius 16, power 254 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Brightbright the dragonbone wand of conjuration [power 475] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +3% light / +6% arcane Changes resistances penetration: +10% light Changes damage: +6% light / +3% mind / +18% arcane Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Equilibrium when hit: +0.12 Maximum hate: +8.00 It can be used to fire a bolt of a random element with (base) damage 238 to 475, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Grinynarikhad [power 16] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane / 8 temporal Changes stats: +5 Wil Changes damage: +24% arcane Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +40.00 It can be used to reveal the area around you, dispelling darkness (radius 16, power 254 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 11 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tarrysta [power 365] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +8 Armour: +6 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 24 arcane Changes stats: +2 Str / +2 Dex / +2 Con Changes damage: +9% arcane Talent cooldown: Strike (-1 turn) Talent granted: +5 Strike Physical save: +45 (+5 eff.) Healing mod.: +20% It can be used to creates a wall of flames lasting 4 turns (dealing 730 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 1794.51 temporal and 1668.78 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
dragonbone wand of conjuration 'Fogenvy' [power 535] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Defense: +15 (+1 eff.) Ranged Defense: +15 (+1 eff.) Effects on melee hit: * Slows global speed by 51% Changes resistances: +15% mind / +18% blight Changes resistances penetration: +15% darkness Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +15 (+2 eff.) Cut immunity: +20% Pinning immunity: +35% It can be used to fire a bolt of a random element with (base) damage 268 to 535, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of firewall 'Xeda' [power 365] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Fatigue: -6% Effects on melee hit: * 26% chance to disease Changes stats: +4 Str / +3 Mag Changes resistances penetration: +20% acid / +20% blight Changes damage: +12% blight Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 19.00% Infravision radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 730 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 11 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic dragonbone wand of conjuration [power 535] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano It can be used to fire a bolt of a random element with (base) damage 268 to 535, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Hulkina the Hulk Archer level 22
16th Dusk 123rd year of Ascendancy at 06:56 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hulkina the Hulk Archer level 16
32nd Regrowth 123rd year of Ascendancy at 21:48 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Hulkina the Hulk Archer level 22
14th Dusk 123rd year of Ascendancy at 17:20 see stats
Anti-Antimagic! (Madness (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Hulkina the Hulk Archer level 33
30th Pyre 124th year of Ascendancy at 04:35 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By Hulkina the Hulk Archer level 26
34th Dusk 123rd year of Ascendancy at 00:31 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Hulkina the Hulk Archer level 27
45th Dusk 123rd year of Ascendancy at 03:12 see stats
Back and there again (Madness (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Hulkina the Hulk Archer level 34
65th Pyre 124th year of Ascendancy at 03:21 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Hulkina the Hulk Archer level 25
30th Dusk 123rd year of Ascendancy at 06:28 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Hulkina the Hulk Archer level 8
2nd Flare 122nd year of Ascendancy at 22:21 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hulkina the Hulk Archer level 9
54th Dusk 122nd year of Ascendancy at 23:06 see stats
Demonic Invasion (Madness (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Hulkina the Hulk Archer level 30
49th Dusk 123rd year of Ascendancy at 08:27 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Hulkina the Hulk Archer level 24
22nd Dusk 123rd year of Ascendancy at 18:21 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Hulkina the Hulk Archer level 19
2nd Summertide 123rd year of Ascendancy at 05:17 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Hulkina the Hulk Archer level 17
56th Pyre 123rd year of Ascendancy at 06:49 see stats
Evil denied (Madness (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Hulkina the Hulk Archer level 46
79th Dusk 124th year of Ascendancy at 15:28 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Hulkina the Hulk Archer level 14
24th Haze 122nd year of Ascendancy at 14:24 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hulkina the Hulk Archer level 18
1st Summertide 123rd year of Ascendancy at 02:46 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Hulkina the Hulk Archer level 27
45th Dusk 123rd year of Ascendancy at 04:07 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Hulkina the Hulk Archer level 39
69th Dusk 124th year of Ascendancy at 09:22 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Hulkina the Hulk Archer level 35
74th Pyre 124th year of Ascendancy at 12:44 see stats
Gem of the Moon (Madness (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Hulkina the Hulk Archer level 38
52nd Dusk 124th year of Ascendancy at 23:55 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hulkina the Hulk Archer level 16
32nd Regrowth 123rd year of Ascendancy at 22:02 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Hulkina the Hulk Archer level 28
45th Dusk 123rd year of Ascendancy at 07:27 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Hulkina the Hulk Archer level 10
65th Dusk 122nd year of Ascendancy at 07:33 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Hulkina the Hulk Archer level 20
8th Dusk 123rd year of Ascendancy at 03:16 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Hulkina the Hulk Archer level 30
48th Dusk 123rd year of Ascendancy at 21:26 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Hulkina the Hulk Archer level 40
71st Dusk 124th year of Ascendancy at 20:59 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Hulkina the Hulk Archer level 39
68th Dusk 124th year of Ascendancy at 09:13 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Hulkina the Hulk Archer level 6
1st Flare 122nd year of Ascendancy at 20:17 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Hulkina the Hulk Archer level 32
68th Haze 123rd year of Ascendancy at 06:46 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Hulkina the Hulk Archer level 9
4th Dusk 122nd year of Ascendancy at 03:08 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Hulkina the Hulk Archer level 32
75th Haze 123rd year of Ascendancy at 03:33 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Hulkina the Hulk Archer level 3
74th Pyre 122nd year of Ascendancy at 11:06 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Hulkina the Hulk Archer level 3
74th Pyre 122nd year of Ascendancy at 11:06 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Hulkina the Hulk Archer level 24
22nd Dusk 123rd year of Ascendancy at 20:00 see stats
Tactical master (Madness (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Hulkina the Hulk Archer level 44
79th Dusk 124th year of Ascendancy at 15:28 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Hulkina the Hulk Archer level 16
32nd Regrowth 123rd year of Ascendancy at 21:48 see stats
The Restless Dead (Madness (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Hulkina the Hulk Archer level 15
29th Regrowth 123rd year of Ascendancy at 05:35 see stats
The Sun Still Shines (Madness (Roguelike) difficulty)
Aeryn survived the last battle.By Hulkina the Hulk Archer level 46
79th Dusk 124th year of Ascendancy at 15:28 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Hulkina the Hulk Archer level 3
74th Pyre 122nd year of Ascendancy at 11:06 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Hulkina the Hulk Archer level 12
7th Haze 122nd year of Ascendancy at 14:10 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Hulkina the Hulk Archer level 18
59th Pyre 123rd year of Ascendancy at 09:10 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Hulkina the Hulk Archer level 32
70th Haze 123rd year of Ascendancy at 06:05 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Hulkina the Hulk Archer level 14
60th Haze 122nd year of Ascendancy at 18:32 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hulkina the Hulk Archer level 12
8th Haze 122nd year of Ascendancy at 06:44 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Hulkina the Hulk Archer level 22
14th Dusk 123rd year of Ascendancy at 03:12 see stats
Log
Ran for 41 turns (stop reason: at exit).
There is a Shatur (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).
Saving game...
Saving done.
Resting starts...
Today is the 21st Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 23:01.
Rested for 59 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 22 turns (stop reason: at exit).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Hulkina deactivates Aim.
Hulkina deactivates Daunting Presence.
Hulkina deactivates Never Stop Running.
Hulkina deactivates Premonition.
Hulkina deactivates Trained Reactions.
Hulkina deactivates Chant of Resistance.
Hulkina deactivates Piercing Ammunition.
Hulkina deactivates Mental Tyranny.
Hulkina deactivates Keen Senses.
Hulkina deactivates Elemental Harmony.
Hulkina deactivates Intuitive Shots.























































































































































































































































































































































































