





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 No more creaky door 1.2.5Got rid of the most anoying door creaks. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.6.6Donators/Buyers bonus! Store Restocker 1.5.5Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Hulk! 1.4.8 Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: ZOmnibus Addon Pack 1.6.0Combines 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: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Thalore |
Class | Berserker |
Level / Exp | 50 / 1916% |
Size | medium |
Lifes / Deaths | Killed by Xiranor the gelatinous cube at level 50 on the 16th Dusk 122nd year of Ascendancy at 17:25 / 1 |
Primary Stats
Strength | 16 (base 15) |
Dexterity | 13 (base 11) |
Constitution | 19 (base 13) |
Magic | 13 (base 10) |
Willpower | 14 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -80/20938 |
Stamina | 984/984 |
Healing Factor | 0 |
Regeneration | 0 |
Speed
Mental | +207.35% |
Attack | +207.35% |
Movement | +294% |
Spell | +207.35% |
Global | +349.9% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 52 |
Accuracy | 67 |
Crit Chance | 15% |
APR | 149 |
Speed | 0.33 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 13% |
Speed | 0.32536196518627 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 13% |
Speed | 0.32536196518627 |
Offense: Damage Bonus
Acid | +53% |
Blight | +53% |
Arcane | +53% |
Cold | +53% |
All | -45% |
Physical | +53% |
Lightning | +53% |
Light | +53% |
Temporal | +53% |
Mind | +53% |
Darkness | +53% |
Fire | +53% |
Nature | +53% |
Offense: Damage Penetration
Acid | +98% |
Blight | +98% |
Arcane | +98% |
Cold | +98% |
Physical | +98% |
Darkness | +98% |
Light | +98% |
Temporal | +98% |
Lightning | +98% |
Mind | +98% |
Fire | +98% |
Nature | +98% |
Defense: Base
Armour (hardiness) | 156.05009395297 (100%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 12 |
Physical Save | 163 |
Spell Save | 162 |
Mental Save | 162 |
Defense: Resistances
Acid | + 98%(100%) |
Blight | + 98%(100%) |
Arcane | + 98%(100%) |
Cold | + 98%(100%) |
All | 0%(100%) |
Physical | + 38%(100%) |
Lightning | + 98%(100%) |
Light | + 98%(100%) |
Temporal | + 98%(100%) |
Mind | + 98%(100%) |
Darkness | + 98%(100%) |
Fire | + 98%(100%) |
Nature | + 98%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 60%. Distortion |
detrimental effect | The target's has a cursed wound, reducing healing by 75%. Cursed Wound |
detrimental effect | Huge cut that bleeds, doing 79.80 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
detrimental effect | Game1 is fed upon by Gydann the crimson ooze. Fed Upon |
detrimental effect | The gloom reduces damage the target inflicts by 45%. Gloom Weakness |
Quests
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
Equipment
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Main armor | ![]() Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
In main hand | ![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Inventory
![]() regeneration infusion (heal 393; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() blink rune (range 8; phase 27; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() blink rune (range 8; phase 25; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Prismatic Rune (6 turns; acid, physical, blight, fire, arcane, lightning) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 3 blight, 4 fire, 5 arcane, 4 lightning It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune (absorb 119; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune (absorb 347; dur 8; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune (absorb 462; dur 8; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
![]() clarifying gold amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% mind Cut immunity: +70% Confusion immunity: +36% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 317 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() starlit gold amulet of perfection (0.27 Cunning / Dirty fighting,0.27 Technique / Superiority) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% light / +22% darkness Talent masteries: +0.27 Cunning / Dirty fighting +0.27 Technique / Superiority Blindness immunity: +38% Amulets can have magical properties. |
![]() archmage's stralite amulet of soulsearing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +8% lightning / +13% blight / +21% fire / +8% acid / +8% cold Critical mult.: +18.00% Spellpower: +17 (+3 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
![]() protective stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Changes resistances cap: +6% all Physical save: +19 (+2 eff.) Amulets can have magical properties. |
![]() restful stralite amulet of soulsearing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes damage: +13% blight / +13% fire Critical mult.: +18.00% Life regen: +4.00 Spellpower: +12 (+2 eff.) Amulets can have magical properties. |
![]() gold ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 24 light Damage (Ranged): 28 light Changes stats: +7 Mag Changes damage: +16% light Rings can have magical properties. |
![]() mule's gold ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Maximum encumbrance: +32 Life regen: +14.00 Maximum life: +69.00 Healing mod.: +15% Rings can have magical properties. |
![]() rogue's gold ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 44 Damage (Melee): 23 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 44 Damage (Ranged): 23 physical Changes stats: +14 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 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. |
![]() titan's gold ring of speed Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +5 Con Physical save: +10 (+1 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 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 28% for 5 turns. Rings can have magical properties. |
![]() sneakthief's stralite ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +9 Cun / +9 Dex Changes resistances: +23% acid / +25% fire / +20% cold / +26% lightning Rings can have magical properties. |
![]() solipsist's stralite ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +8 Wil Mindpower: +13 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Changes resistances: +29% acid / +28% fire / +30% cold / +30% lightning Changes damage: +15% blight / +8% all Silence immunity: +27% Disarm immunity: +43% Pinning immunity: +35% Knockback immunity: +71% Mana when firing critical spell: +2.71 Maximum life: +50.00 Spellpower: +35 (+7 eff.) Mindpower: +18 (+4 eff.) Rings can have magical properties. |
![]() Layukira Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 73% Damage when hit (Melee): 6 acid Changes stats: +10 Dex / +10 Cun / +5 Con Changes resistances: +9% light / +5% arcane / +12% fire / +6% nature / +48% cold Changes resistances penetration: +15% acid / +10% mind Changes damage: +18% cold Spell save: +16 (+2 eff.) Maximum stamina: +40.00 Rings can have magical properties. |
![]() Belorain the elm magestaff (10-12 power, 2 apr, cold element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Armour: +11 Defense: +7 (+2 eff.) Changes resistances: +15% acid Changes resistances penetration: +30% physical Changes damage: +10% cold / +15% physical Talent granted: +1 Command Staff Physical save: +24 (+2 eff.) Life regen: +5.38 Maximum life: +120.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 144.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elm starstaff of wizardry (10-12 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes resistances: +7% darkness / +6% temporal Changes damage: +10% light Talent granted: +1 Command Staff Maximum mana: +26.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Defense after a teleport: +9 Resist all after a teleport: +9% New effects duration reduction after a teleport: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() Murklace (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Changes stats: +9 Cun Changes resistances: +21% blight / +12% darkness / +9% mind / +15% light Changes damage: +15% lightning / +9% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +9 (+1 eff.) Disease immunity: +27% Disarm immunity: +27% Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Healing mod.: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() ash vilestaff of invocation (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +13 (+2 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 17.04 to 20.44 darkness damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() ash vilestaff of protection (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% blight Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's ash vilestaff of might (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +9% temporal Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel yew starstaff of fate (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +16.00% Physical save: +11 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +10 (+1 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel yew starstaff of illumination (20-24 power, 4 apr, light element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+3 eff.) Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +14% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 194.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() greater yew magestaff of protection (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +10% cold / +10% arcane / +10% fire Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Spellpower: +17 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering yew starstaff of fate (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +11 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +8 (+1 eff.) Mana each turn: +0.28 Maximum mana: +72.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() Cinderweeper the elven-wood magestaff (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 44 Damage when hit (Melee): 2 fire Changes resistances: +12% mind / +12% arcane Changes resistances penetration: +15% temporal / +20% fire Changes damage: +3% temporal / +25% arcane / +9% mind Talent granted: +1 Command Staff Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +85.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 19.88 to 23.86 arcane damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() earthen elven-wood vilestaff of channeling (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +10% Changes damage: +25% acid Talent granted: +1 Command Staff Physical save: +10 (+1 eff.) Mana each turn: +0.42 Spellpower: +28 (+5 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elven-wood magestaff (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 39 arcane Changes damage: +25% cold Talent granted: +1 Command Staff Maximum mana: +86.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Winterbreacher the dragonbone magestaff (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +18 Mag / +20 Wil / +20 Cun Changes resistances: +18% acid Changes resistances penetration: +20% acid / +15% temporal / +10% cold / +15% lightning Changes damage: +30% lightning / +6% cold / +9% temporal Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +85.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() arcing iron battleaxe of daylight (12-18 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage Damage (Melee): +12 light Damage against: +13% Undead Massive two-handed battleaxes. |
![]() balanced iron battleaxe of corruption (15.5-23.25 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 1). When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +10 (+2 eff.) Disarm immunity: +34% Massive two-handed battleaxes. |
![]() blazebringer's iron battleaxe of erosion (16-24 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 nature Damage (radius 2) on crit: +21 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +4% Massive two-handed battleaxes. |
![]() iron battleaxe of projection (12.5-18.75 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
![]() thought-forged iron battleaxe of crippling (12.5-18.75 power, 1 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 44 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 mind When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Cun / +5 Wil Massive two-handed battleaxes. |
![]() balanced steel battleaxe of crippling (19-28.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Defense: +13 (+3 eff.) Disarm immunity: +36% Massive two-handed battleaxes. |
![]() balanced steel battleaxe of enduring (21-31.5 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +13 Wil / +13 Con Disarm immunity: +42% Maximum life: +70.00 Massive two-handed battleaxes. |
![]() balanced steel battleaxe of massacre (34.5-51.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+3 eff.) Disarm immunity: +36% Massive two-handed battleaxes. |
![]() quick steel battleaxe (20.5-30.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed battleaxes. |
![]() slime-covered steel battleaxe of crippling (22-33 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to slow global speed by 73% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Massive two-handed battleaxes. |
![]() steel battleaxe of shearing (24-36 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +13 Changes resistances penetration: +13% all Massive two-handed battleaxes. |
![]() truestriking steel battleaxe of evisceration (22.5-33.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +12 Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Changes resistances penetration: +13% physical Massive two-handed battleaxes. |
![]() balanced dwarven-steel battleaxe of erosion (32.5-48.75 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +16 (+4 eff.) Disarm immunity: +53% Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe (32-48 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of ruin (30-45 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +14.0% Critical mult.: +35.00% Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of torment (31-46.5 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed battleaxes. |
![]() truestriking dwarven-steel battleaxe of erosion (28.5-42.75 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +14 Changes resistances penetration: +16% physical Massive two-handed battleaxes. |
![]() elemental stralite battleaxe of vileness (46.5-69.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.5 - 69.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 31% chance to reduce strength, dexterity, and constitution by 35 * Create an explosion dealing 131 cold damage (1/turn) Damage (Melee): +24 blight When wielded/worn: Changes resistances penetration: +35% cold Changes damage: +35% cold Massive two-handed battleaxes. |
![]() plaguebringer's stralite battleaxe of projection (41-61.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 35 * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +24 blight When wielded/worn: Disease immunity: +42% Massive two-handed battleaxes. |
![]() quick stralite battleaxe of enduring (44-66 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +27 (+7 eff.) Changes stats: +7 Dex / +19 Wil / +17 Con Maximum life: +126.00 Combat speed: +10% Massive two-handed battleaxes. |
![]() truestriking stralite battleaxe (41.5-62.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +19 Changes resistances penetration: +19% physical Massive two-handed battleaxes. |
![]() Tendur the Rainwish (56.5-84.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 35 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +40% Damage (Melee): +28 blight Damage (radius 1) on hit: +8 cold When wielded/worn: Physical crit. chance: +21.0% Changes stats: +4 Dex / +16 Mag / +16 Wil / +6 Con Changes resistances penetration: +10% blight Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Disease immunity: +32% Spellpower: +19 (+4 eff.) Damage Shield penetration: +20% Massive two-handed battleaxes. |
![]() Tulegas the Morbusmistress (77-115.5 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 77.0 - 115.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +24 darkness Damage (radius 1) on hit: +4 nature Damage against: +26% Living When wielded/worn: Accuracy: +34 (+8 eff.) Effects on melee hit: * 10% chance to slow global speed by 73% Changes stats: +10 Dex Changes resistances: +6% lightning / +3% cold / +3% acid / +15% blight Changes resistances penetration: +15% nature Light radius: +1 Combat speed: +10% Massive two-handed battleaxes. |
![]() inquisitor's voratun battleaxe (56-84 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() inquisitor's voratun battleaxe of dampening (58-87 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Changes resistances: +24% acid / +24% cold / +24% fire / +24% lightning / +13% all Spell save: +21 (+3 eff.) Massive two-handed battleaxes. |
![]() voratun battleaxe of shearing (54.5-81.75 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. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +34 (+8 eff.) Armour penetration: +20 Changes resistances penetration: +21% all Massive two-handed battleaxes. |
![]() voratun battleaxe of shearing (57-85.5 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. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +21 Changes resistances penetration: +19% all Massive two-handed battleaxes. |
![]() voratun battleaxe of shearing (56.5-84.75 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. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +17 Changes resistances penetration: +20% all Massive two-handed battleaxes. |
![]() warbringer's voratun battleaxe (59.5-89.25 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. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+5 eff.) Changes stats: +10 Con Changes resistances penetration: +21% physical Disarm immunity: +46% Massive two-handed battleaxes. |
![]() warbringer's voratun battleaxe of disruption (58-87 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +42% Unnatural When wielded/worn: Physical power: +21 (+5 eff.) Changes stats: +9 Con Changes resistances penetration: +21% physical Disarm immunity: +46% Massive two-handed battleaxes. |
![]() balanced iron greatmaul of crippling (17-25.5 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Defense: +10 (+2 eff.) Disarm immunity: +35% Massive two-handed mauls. |
![]() hateful steel greatmaul of daylight (29.5-44.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +16 darkness / +16 light Damage against: +16% Living / +21% Undead Massive two-handed mauls. |
![]() Obliterator (48-72 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. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 16 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. 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. |
![]() chilling dwarven-steel greatmaul of projection (42.5-63.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +28 cold Massive two-handed mauls. |
![]() dwarven-steel greatmaul of disruption (44.5-66.75 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +27% Unnatural Massive two-handed mauls. |
![]() dwarven-steel greatmaul of shearing (39.5-59.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +16 Changes resistances penetration: +16% all Massive two-handed mauls. |
![]() warbringer's dwarven-steel greatmaul of massacre (56.5-84.75 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +16 (+4 eff.) Changes stats: +7 Con Changes resistances penetration: +16% physical Disarm immunity: +29% Massive two-handed mauls. |
![]() stralite greatmaul of ruin (53.5-80.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +17 Physical crit. chance: +17.0% Critical mult.: +42.00% Massive two-handed mauls. |
![]() Bethukira the voratun greatmaul (69-103.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 mind / +8 temporal Damage (radius 1) on hit: +8 temporal / +16 mind / +28 fire When wielded/worn: Accuracy: +35 (+9 eff.) Armour penetration: +21 Physical crit. chance: +20.0% Changes resistances penetration: +21% physical Changes damage: +24% blight Maximum hate: +4.00 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 'Armyldil' (67.5-101.25 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. Base power: 67.5 - 101.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +27 (+7 eff.) Armour penetration: +21 Changes stats: +19 Str / +19 Dex / +17 Mag / +40 Wil / +19 Cun / +40 Con Changes resistances: +3% fire Changes resistances penetration: +20% all Reduces incoming crit damage: 20.00% Physical save: +12 (+1 eff.) Silence immunity: +20% Maximum life: +194.00 Light radius: +4 See invisible: +6 Massive two-handed mauls. |
![]() iron greatsword of shearing (16-25.6 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +10% all Massive two-handed swords. |
![]() warbringer's iron greatsword of evisceration (14.5-23.2 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +20 (+4 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +20% Massive two-handed swords. |
![]() warbringer's iron greatsword of vileness (18-28.8 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +12 blight When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +21% Massive two-handed swords. |
![]() balanced steel greatsword of enduring (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+3 eff.) Changes stats: +13 Wil / +13 Con Disarm immunity: +45% Maximum life: +70.00 Massive two-handed swords. |
![]() balanced steel greatsword of erosion (22-35.2 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +13 (+3 eff.) Disarm immunity: +41% Massive two-handed swords. |
![]() balanced steel greatsword of shearing (27-43.2 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. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +13 Defense: +12 (+3 eff.) Changes resistances penetration: +13% all Disarm immunity: +39% Massive two-handed swords. |
![]() blazebringer's steel greatsword of massacre (36-57.6 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +55 fire When wielded/worn: Changes resistances penetration: +19% fire Global speed: +7% Massive two-handed swords. |
![]() caustic steel greatsword of evisceration (22-35.2 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +30 acid / +30 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Changes resistances penetration: +19% acid / +19% nature Massive two-handed swords. |
![]() quick steel greatsword (22.5-36 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. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed swords. |
![]() quick steel greatsword of erosion (25-40 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed swords. |
![]() dwarven-steel greatsword of amnesia (33.5-53.6 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Massive two-handed swords. |
![]() dwarven-steel greatsword of crippling (39-62.4 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +16.0% Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of amnesia (37.5-60 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of persecution (38-60.8 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage against: +28% Unnatural When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +16 Changes stats: +7 Wil Changes resistances penetration: +14% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of ruin (36-57.6 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +30 Physical crit. chance: +14.0% Changes resistances penetration: +16% physical Critical mult.: +31.00% Massive two-handed swords. |
![]() warbringer's dwarven-steel greatsword of ruin (39-62.4 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +14 Physical crit. chance: +16.0% Physical power: +16 (+4 eff.) Changes stats: +7 Con Changes resistances penetration: +16% physical Critical mult.: +35.00% Disarm immunity: +25% Massive two-handed swords. |
![]() arcing stralite greatsword of crippling (46-73.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +16.0% Massive two-handed swords. |
![]() balanced stralite greatsword of massacre (67.5-108 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 67.5 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +16 (+4 eff.) Disarm immunity: +56% Massive two-handed swords. |
![]() balanced stralite greatsword of shearing (46.5-74.4 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +47 (+12 eff.) Armour penetration: +19 Defense: +19 (+5 eff.) Changes resistances penetration: +19% all Disarm immunity: +62% Massive two-handed swords. |
![]() flaming stralite greatsword (51-81.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +24 fire Massive two-handed swords. |
![]() stralite greatsword of disruption (45.5-72.8 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 45.5 - 72.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +35% Unnatural Massive two-handed swords. |
![]() Adukira the voratun greatsword (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by nature 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. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+9 eff.) Armour penetration: +20 Changes stats: +19 Str / +14 Dex / +17 Mag / +16 Wil / +19 Cun / +19 Con Changes resistances: +20% acid / +4% physical / +23% lightning / +24% fire / +6% blight / +33% cold / +3% mind / +12% all Changes resistances penetration: +16% physical Spell save: +21 (+3 eff.) Silence immunity: +10% Disarm immunity: +20% Pinning immunity: +10% See invisible: +6 Massive two-handed swords. |
![]() Blastspitter (62.5-100 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +65 (+15 eff.) Armour penetration: +21 Defense: +10 (+2 eff.) Changes stats: +16 Str Changes resistances: +3% acid / +12% temporal Changes resistances penetration: +21% all Changes damage: +17% physical Blindness immunity: +10% Confusion immunity: +27% Only die when reaching: -60.00 life Massive two-handed swords. |
![]() hateful voratun greatsword of massacre (80.5-128.8 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.5 - 128.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +28% Living Massive two-handed swords. |
![]() truestriking voratun greatsword of ruin (62-99.2 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +33 (+8 eff.) Armour penetration: +42 Physical crit. chance: +21.0% Changes resistances penetration: +20% physical Critical mult.: +37.00% Massive two-handed swords. |
![]() voratun greatsword 'Blazewish' (61-97.6 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +125 fire / +16 arcane / +16 light When wielded/worn: Accuracy: +55 (+13 eff.) Armour penetration: +19 Defense: +21 (+5 eff.) Damage when hit (Melee): 4 light Changes resistances: +6% light / +12% mind Changes resistances penetration: +5% light / +31% fire / +20% arcane / +21% all Changes damage: +3% mind Disarm immunity: +62% Light radius: +2 Global speed: +15% Massive two-handed swords. |
![]() voratun greatsword of amnesia (59-94.4 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Massive two-handed swords. |
![]() balanced iron longsword of massacre (19-26.6 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Disarm immunity: +26% Sharp, long, and deadly. |
![]() blazebringer's iron longsword of massacre (18-25.2 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +22 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +3% Sharp, long, and deadly. |
![]() Blaze's kiss (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +24 lightning When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Armour: +11 Changes resistances: +12% cold / +21% darkness / +7% arcane Changes resistances penetration: +25% lightning Changes damage: +18% lightning Reduces incoming crit damage: 20.00% Silence immunity: +27% Maximum life: +134.54 Sharp, long, and deadly. |
![]() steel longsword of crippling (14-19.6 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Sharp, long, and deadly. |
![]() steel longsword of enduring (17.5-24.5 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Wil / +9 Con Maximum life: +50.00 Sharp, long, and deadly. |
![]() arcing dwarven-steel longsword of shearing (22-30.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +11% all Sharp, long, and deadly. |
![]() caustic dwarven-steel longsword of erosion (23.5-32.9 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +13 nature Damage (radius 2) on crit: +29 acid / +29 nature When wielded/worn: Armour penetration: +8 Changes resistances penetration: +16% acid / +14% nature Sharp, long, and deadly. |
![]() slime-covered dwarven-steel longsword of enduring (24.5-34.3 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to slow global speed by 73% When wielded/worn: Changes stats: +11 Wil / +11 Con Maximum life: +70.00 Sharp, long, and deadly. |
![]() truestriking dwarven-steel longsword of persecution (21.5-30.1 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage against: +20% Unnatural When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +11 Changes stats: +5 Wil Changes resistances penetration: +11% physical Sharp, long, and deadly. |
![]() balanced stralite longsword of corruption (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 4). When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +10 (+2 eff.) Disarm immunity: +41% Sharp, long, and deadly. |
![]() balanced stralite longsword of disruption (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +25% Unnatural When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +10 (+2 eff.) Disarm immunity: +44% Sharp, long, and deadly. |
![]() enhanced stralite longsword of ruin (32-44.8 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Changes stats: +11 Str / +11 Dex / +11 Mag / +11 Wil / +11 Cun / +11 Con Critical mult.: +17.00% Sharp, long, and deadly. |
![]() stralite longsword of evisceration (35.5-49.7 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +11 (+3 eff.) Sharp, long, and deadly. |
![]() thought-forged stralite longsword of amnesia (35-49 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 27% chance to reduce all saves and defense by 44 * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +21 mind When wielded/worn: Changes stats: +6 Cun / +6 Wil Sharp, long, and deadly. |
![]() Blazebender (42-58.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 219 damage over 5 turns and reducing armor and accuracy by 28 Damage (radius 2) on crit: +86 fire When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +14 Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +9% light Changes resistances penetration: +25% fire / +14% all Spell save: +12 (+2 eff.) Global speed: +11% Sharp, long, and deadly. |
![]() Silirin (41.5-58.1 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 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage Shield penetration (this weapon only): +40% When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +15 Damage when hit (Melee): 4 arcane Changes stats: +2 Con / +5 Wil Changes resistances penetration: +20% blight / +15% physical Spell crit. chance: +2% Light radius: +4 See invisible: +6 Sharp, long, and deadly. |
![]() voratun longsword of evisceration (44.5-62.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Sharp, long, and deadly. |
![]() voratun longsword of projection (42.5-59.5 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
![]() flaming iron mace of phasing (12.5-17.5 power, 11 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Damage (radius 1) on hit: +8 fire Blunt and deadly. |
![]() manaburning iron mace of massacre (19.5-27.3 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn Blunt and deadly. |
![]() stormbringer's iron mace of erosion (13-18.2 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +11 lightning / +13 cold When wielded/worn: Changes resistances penetration: +9% lightning / +9% cold Movement speed: +25% Blunt and deadly. |
![]() acidic dwarven-steel mace of evisceration (28-39.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 219 damage over 5 turns and reducing armor and accuracy by 28 When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+3 eff.) Blunt and deadly. |
![]() balanced dwarven-steel mace of vileness (27.5-38.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +14 blight When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +11 (+3 eff.) Disarm immunity: +34% Blunt and deadly. |
![]() dwarven-steel mace of ruin (25-35 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Critical mult.: +25.00% Blunt and deadly. |
![]() warbringer's dwarven-steel mace of phasing (25-35 power, 21 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +21 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +11% physical Disarm immunity: +22% Blunt and deadly. |
![]() elemental stralite mace of crippling (34-47.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 131 acid damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +25% acid Changes damage: +20% acid Blunt and deadly. |
![]() stormbringer's stralite mace (35-49 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +28 lightning / +24 cold When wielded/worn: Changes resistances penetration: +16% lightning / +21% cold Movement speed: +44% Blunt and deadly. |
![]() Ebonyspike (45-63 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +45 (+11 eff.) Armour penetration: +15 Physical power: +15 (+3 eff.) Armour: +6 Defense: +15 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 35% Damage when hit (Melee): 4 physical Changes stats: +1 Str / +7 Con Changes resistances: +12% mind Changes resistances penetration: +20% physical / +10% mind / +15% all Physical save: +3 (+0 eff.) Disarm immunity: +85% Stamina each turn: +3.00 Blunt and deadly. |
![]() Loredil the voratun mace (45.5-63.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +30 Physical crit. chance: +30.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 8 arcane / 10 blight Changes resistances: +7% arcane / +3% blight Changes resistances penetration: +10% arcane / +15% physical Critical mult.: +33.00% Blunt and deadly. |
![]() elemental iron waraxe of projection (12.5-17.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 131 fire damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +10% fire One-handed war axes. |
![]() stormbringer's iron waraxe of rage (10-14 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +13 lightning / +13 cold When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +9% lightning / +9% cold Changes damage: +7% physical Movement speed: +26% One-handed war axes. |
![]() arcing steel waraxe of shearing (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +9% all One-handed war axes. |
![]() Gytta the Lustrerage (20-28 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +12 light When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +11 Physical crit. chance: +4.0% Defense: +30 (+7 eff.) Damage when hit (Melee): 6 mind Changes resistances: +18% light / +9% physical Changes resistances penetration: +31% physical Changes damage: +9% mind / +12% physical Stamina each turn: +4.04 Only die when reaching: -80.00 life One-handed war axes. |
![]() dwarven-steel waraxe of corruption (20.5-28.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). One-handed war axes. |
![]() quick dwarven-steel waraxe of the mystic (20.5-28.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +5 Dex / +7 Mag / +7 Wil Spellpower: +11 (+2 eff.) Combat speed: +10% One-handed war axes. |
![]() blazebringer's stralite waraxe (29.5-41.3 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +73 fire When wielded/worn: Changes resistances penetration: +18% fire Global speed: +9% One-handed war axes. |
![]() quick stralite waraxe of massacre (43.5-60.9 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +21 (+5 eff.) Changes stats: +6 Dex Combat speed: +10% One-handed war axes. |
![]() stralite waraxe 'Spiderbreak' (42.5-59.5 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 30% chance to reduce all saves and defense by 44 On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +12 nature / +21 mind / +12 cold Damage (radius 1) on hit: +16 nature / +8 cold Damage (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +5 Cun / +6 Wil Changes resistances: +6% nature Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +6% cold One-handed war axes. |
![]() stralite waraxe of disruption (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +25% Unnatural One-handed war axes. |
![]() stralite waraxe of rage (31.5-44.1 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +21 (+5 eff.) Changes stats: +9 Str Changes damage: +9% physical One-handed war axes. |
![]() truestriking stralite waraxe (32-44.8 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical One-handed war axes. |
![]() Flashguile the voratun waraxe (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 arcane When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Damage when hit (Melee): 6 lightning / 6 blight Changes stats: +3 Wil Changes resistances: +6% acid Changes resistances penetration: +15% all Changes damage: +9% arcane Spellpower on spell critical (stacks up to 3 times): +10 One-handed war axes. |
![]() Olarek the voratun waraxe (39-54.6 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +40% Damage (Melee): +4 physical When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Changes stats: +11 Str Changes resistances: +7% arcane / +12% light Changes damage: +15% physical Physical save: +6 (+0 eff.) Blindness immunity: +10% Maximum life: +20.00 Healing mod.: +10% One-handed war axes. |
![]() Porugathra the voratun waraxe (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 temporal When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +15 Defense: +13 (+3 eff.) Changes resistances: +3% lightning / +19% temporal / +3% nature / +3% darkness Changes resistances penetration: +15% all / +25% temporal Blindness immunity: +20% Disarm immunity: +48% Confusion immunity: +27% Maximum life: +134.54 One-handed war axes. |
![]() voratun waraxe 'Eclipseoblivion' (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 27% chance to reduce armor by 46% Damage (Melee): +25 cold / +16 fire When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +14 Physical crit. chance: +11.0% Effects on melee hit: * 27% chance to reduce damage dealt by 35% Changes stats: +7 Dex Changes resistances penetration: +20% acid Changes damage: +9% blight / +6% fire / +6% arcane Critical mult.: +45.00% Combat speed: +10% One-handed war axes. |
![]() voratun waraxe 'Icejustice' (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). On weapon hit: * 25% chance to reduce strength, dexterity, and constitution by 35 * Create an explosion dealing 131 fire damage (1/turn) Damage (Melee): +20 blight Damage (radius 1) on hit: +8 mind / +16 cold When wielded/worn: Armour penetration: +4 Armour: +4 Changes stats: +2 Str Changes resistances penetration: +30% fire Changes damage: +30% fire Mental save: +9 (+1 eff.) Mindpower: +5 (+1 eff.) One-handed war axes. |
![]() voratun waraxe 'Plaguerebel' (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +42 acid / +16 fire / +28 nature When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +30 Physical crit. chance: +15.0% Physical power: +12 (+3 eff.) Effects on melee hit: * 27% chance to slow global speed by 73% Changes resistances: +6% darkness / +12% temporal / +7% arcane / +6% nature Changes resistances penetration: +25% acid / +23% nature / +15% all One-handed war axes. |
![]() acidic iron dagger of massacre (17.5-22.75 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 219 damage over 5 turns and reducing armor and accuracy by 28 Sharp, short and deadly. |
![]() blazebringer's iron dagger of massacre (17.5-22.75 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +21 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +3% Sharp, short and deadly. |
![]() hateful iron dagger of rage (10-13 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +8% Living When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Str Changes damage: +7% physical Sharp, short and deadly. |
![]() inquisitor's iron dagger of massacre (17.5-22.75 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() iron dagger of crippling (10-13 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Sharp, short and deadly. |
![]() iron dagger of shearing (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +7% all Sharp, short and deadly. |
![]() arcing steel dagger of corruption (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 2). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage Sharp, short and deadly. |
![]() plaguebringer's steel dagger of massacre (22.5-29.25 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 22.5 - 29.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +11 blight When wielded/worn: Disease immunity: +20% Sharp, short and deadly. |
![]() thought-forged steel dagger of erosion (13-16.9 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 44 Damage (Melee): +11 nature / +13 mind When wielded/worn: Changes stats: +4 Cun / +4 Wil Sharp, short and deadly. |
![]() warbringer's steel dagger of massacre (20.5-26.65 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +7% physical Disarm immunity: +20% Sharp, short and deadly. |
![]() balanced dwarven-steel dagger of massacre (28.5-37.05 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 28.5 - 37.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+2 eff.) Disarm immunity: +38% Sharp, short and deadly. |
![]() blazebringer's dwarven-steel dagger of dampening (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +56 fire When wielded/worn: Changes resistances: +13% acid / +13% cold / +13% fire / +13% lightning / +7% all Changes resistances penetration: +17% fire Spell save: +11 (+1 eff.) Global speed: +7% Sharp, short and deadly. |
![]() dwarven-steel dagger of crippling (21.5-27.95 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.5 - 27.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Sharp, short and deadly. |
![]() quick dwarven-steel dagger of erosion (17-22.1 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +14 nature When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +5 Dex Combat speed: +10% Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger (18-23.4 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +10% physical Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of massacre (27.5-35.75 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.5 - 35.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +11% physical Sharp, short and deadly. |
![]() caustic stralite dagger of erosion (30.5-39.65 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +17 nature Damage (radius 2) on crit: +37 acid / +37 nature When wielded/worn: Armour penetration: +13 Changes resistances penetration: +21% acid / +17% nature Sharp, short and deadly. |
![]() caustic stralite dagger of massacre (40-52 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 40.0 - 52.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +37 acid / +37 nature When wielded/worn: Armour penetration: +11 Changes resistances penetration: +21% acid / +21% nature Sharp, short and deadly. |
![]() hateful stralite dagger of crippling (29-37.7 power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 darkness Damage against: +17% Living When wielded/worn: Physical crit. chance: +13.0% Sharp, short and deadly. |
![]() hateful stralite dagger of persecution (30.5-39.65 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +17% Living / +25% Unnatural When wielded/worn: Changes stats: +6 Wil Sharp, short and deadly. |
![]() inquisitor's stralite dagger of erosion (28-36.4 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +17 nature Sharp, short and deadly. |
![]() manaburning stralite dagger of projection (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 22 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
![]() quick stralite dagger of vileness (29-37.7 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +17 blight When wielded/worn: Accuracy: +21 (+5 eff.) Changes stats: +5 Dex Combat speed: +10% Sharp, short and deadly. |
![]() stralite dagger of evisceration (31-40.3 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Sharp, short and deadly. |
![]() stralite dagger of torment (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
![]() truestriking stralite dagger of corruption (31-40.3 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 4). When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +11 Changes resistances penetration: +13% physical Sharp, short and deadly. |
![]() truestriking stralite dagger of shearing (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +39 (+10 eff.) Armour penetration: +26 Changes resistances penetration: +13% all / +13% physical Sharp, short and deadly. |
![]() enhanced voratun dagger of projection (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +13 Str / +10 Dex / +12 Mag / +13 Wil / +13 Cun / +13 Con Sharp, short and deadly. |
![]() inquisitor's voratun dagger of massacre (54.5-70.85 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 54.5 - 70.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() voratun dagger 'Ce'Nitha' (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +20 blight / +12 mind Damage (radius 1) on hit: +20 temporal When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +15 Damage when hit (Melee): 2 temporal Changes stats: +5 Wil Changes resistances: +9% temporal Changes resistances penetration: +15% all Maximum hate: +6.00 Sharp, short and deadly. |
![]() voratun dagger 'Coalvengeance' (37-48.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 219 damage over 5 turns and reducing armor and accuracy by 28 Damage (radius 1) on hit: +8 darkness When wielded/worn: Armour penetration: +15 Physical crit. chance: +12.0% Effects on melee hit: * 27% chance to reduce damage dealt by 35% Changes resistances: +6% darkness Changes damage: +9% darkness / +15% temporal Critical mult.: +35.00% Sharp, short and deadly. |
![]() voratun dagger of projection (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
![]() blooming mossy mindstar of clarity (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +3 (+1 eff.) Maximum psi: +18.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +14% 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. |
![]() epiphanous mossy mindstar of flames (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 fire Changes resistances: +7% fire Changes resistances penetration: +8% fire Changes damage: +9% mind / +6% fire Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +9% mind Talent granted: +1 Attune Mindstar Life regen: +0.70 Psi when firing a critical mind attack: +2.00 Maximum life: +16.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +16.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% nature Changes resistances penetration: +4% nature Changes damage: +4% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +18.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mitotic mossy mindstar (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 73% * 8% chance to reduce armor by 46% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating mossy mindstar of sand (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 physical Changes resistances: +4% mind / +7% physical Changes resistances penetration: +4% mind / +8% physical Changes damage: +4% mind / +8% physical Talent granted: +1 Attune Mindstar Psi when hit: +0.90 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Damage Resonance (when hit): +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative vined mindstar of venom (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 10 acid Changes stats: +4 Cun Changes resistances: +11% acid Changes resistances penetration: +11% acid Changes damage: +11% acid Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Life regen: +3.00 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. |
![]() dreamer's vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +11% mind Talent granted: +1 Attune Mindstar Mental save: +6 (+1 eff.) Psi each turn: +0.80 Maximum psi: +26.00 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. |
![]() hungering vined mindstar of clarity (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Mental save: +6 (+1 eff.) Hate per kill: +3.00 Psi per kill: +2.00 Maximum psi: +26.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to inflict 195.53 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mitotic vined mindstar of sand (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 73% * 11% chance to reduce armor by 46% When wielded/worn: Damage (Melee): 11 physical Changes resistances: +10% physical Changes resistances penetration: +11% physical Changes damage: +10% physical Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's vined mindstar of balance (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disease immunity: +16% Equilibrium when hit: +1.30 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. |
![]() vined mindstar of frost (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +9 Damage (Melee): 11 cold Changes resistances: +11% cold Changes resistances penetration: +10% cold Changes damage: +10% cold Talent granted: +1 Attune Mindstar 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. |
![]() Charged Focus (10-11 power, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
![]() Psionic Fury (12-13.2 power, 25 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 115.23 mind damage (based on Willpower) to all within radius 5 Activation costs 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() caller's thorny mindstar of life (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +7% acid / +7% fire / +6% physical / +7% cold Changes damage: +11% acid / +11% fire / +11% physical / +11% cold Talent granted: +1 Attune Mindstar Life regen: +1.40 Maximum life: +27.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +33 Max wilder summons: +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. |
![]() dreamer's thorny mindstar of frost (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +14 Damage (Melee): 14 cold Changes resistances: +15% mind / +14% cold Changes resistances penetration: +13% cold Changes damage: +9% cold Talent granted: +1 Attune Mindstar Mental save: +7 (+1 eff.) Psi each turn: +1.00 Maximum psi: +34.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious thorny mindstar of resolve (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes resistances: +7% nature Changes resistances penetration: +7% nature Changes damage: +7% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Spell save: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hateful thorny mindstar of storms (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 14 lightning Changes stats: +4 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +11% lightning Changes resistances penetration: +13% lightning / +10% mind / +11% darkness Changes damage: +14% lightning / +17% mind / +17% darkness Talent granted: +1 Attune Mindstar Maximum hate: +7.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying thorny mindstar of gales (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +24 (+6 eff.) Damage (Melee): 11 mind / 11 darkness Changes damage: +11% lightning / +12% physical / +7% darkness / +10% cold / +7% mind Talent granted: +1 Attune Mindstar Pinning immunity: +30% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's thorny mindstar (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wrathful thorny mindstar (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Mindpower: +6 (+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. |
![]() Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 10% Cun, 20% Str Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% lightning / 20% fire When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning / +10% cold Changes damage: +12% lightning / +12% physical / +12% fire / +12% acid / +12% cold Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 68.38 to 205.14 lightning damage (136.76 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power 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. |
![]() blooming pulsing mindstar of clarity (14-15.4 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +9 (+1 eff.) Maximum psi: +27.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +37 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming pulsing mindstar of venom (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 17 acid Changes resistances: +17% acid Changes resistances penetration: +17% acid Changes damage: +13% acid Talent granted: +1 Attune Mindstar Life regen: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +50 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. |
![]() dreamer's pulsing mindstar of clarity (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +21% mind Talent granted: +1 Attune Mindstar Mental save: +17 (+2 eff.) Psi each turn: +1.10 Maximum psi: +84.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 12 mind / 11 darkness Changes damage: +9% mind / +9% darkness Talent granted: +1 Attune Mindstar Life regen: +1.40 Maximum life: +42.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's pulsing mindstar (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's pulsing mindstar of life (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.60 Maximum life: +42.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() protector's pulsing mindstar of disruption (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +25% Unnatural When wielded/worn: Changes resistances: +9% all Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of disruption (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +25% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of sand (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 14 physical Changes resistances: +16% physical Changes resistances penetration: +17% physical Changes damage: +17% physical Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of venom (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 17 acid Changes resistances: +17% acid Changes resistances penetration: +15% acid Changes damage: +17% acid Talent granted: +1 Attune Mindstar Life regen: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating pulsing mindstar of life (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +9% mind Changes damage: +9% mind Talent granted: +1 Attune Mindstar Life regen: +0.80 Psi when hit: +1.40 Maximum life: +42.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +21% 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. |
![]() wrathful pulsing mindstar of balance (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) Equilibrium when hit: +2.10 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +14% 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. |
![]() wrathful pulsing mindstar of resolve (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Wil Talent granted: +1 Attune Mindstar Spell save: +9 (+1 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +14% 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. |
![]() Bethogada (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Damage (Melee): 20 physical Changes stats: +1 Dex Changes resistances: +20% physical / +3% mind / +10% all Changes resistances penetration: +20% physical Changes damage: +13% physical Talent masteries: +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Stun/Freeze immunity: +20% Teleport immunity: +27% Hate per kill: +4.00 Psi per kill: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +20% It can be used to inflict 272.76 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Ce'Namina the Heatvenom (18-19.8 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 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 fire Damage (radius 1) on hit: +8 cold / +16 fire Damage (radius 2) on crit: +16 cold When wielded/worn: Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): 10 lightning / 10 physical / 10 cold / 9 fire / 9 acid Changes resistances: +10% lightning / +10% physical / +10% cold / +10% acid / +11% fire Changes resistances penetration: +10% blight / +5% fire Changes damage: +9% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +4.00 Psi per kill: +5.00 Mindpower: +22 (+5 eff.) Mental crit. chance: +5% It can be used to inflict 280.42 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 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 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 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 61.80 mind damage, 61.80 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 5.54 mind and 5.54 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. |
![]() Eyal's Will (22-24.2 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 109.84 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() Lisibrevena the Glowthorn (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 light When wielded/worn: Damage (Melee): 17 lightning Changes stats: +6 Str / +7 Dex / +7 Mag / +7 Wil / +14 Cun / +7 Con Changes resistances: +20% lightning / +12% darkness / +3% acid / +20% mind / +10% all Changes resistances penetration: +18% lightning Changes damage: +20% lightning / +3% light Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Critical mult.: +24.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Nexus of the Way (22-24.2 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 32 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() Velithra the living mindstar (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Dex / +2 Mag Changes resistances: +8% nature / +9% blight Changes resistances penetration: +7% nature / +20% mind Changes damage: +17% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Disease immunity: +22% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum hate: +4.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +19% 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. |
![]() Xessra the living mindstar (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage (Melee): 20 acid Changes resistances: +16% acid / +15% cold / +6% nature / +3% physical Changes resistances penetration: +20% acid Changes damage: +25% lightning / +25% fire / +25% cold / +19% acid Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Disease immunity: +20% Life regen: +9.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -40.00 life Maximum life: +32.00 Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming living mindstar of gales (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +36 (+9 eff.) Changes damage: +15% lightning / +16% cold / +12% physical Talent granted: +1 Attune Mindstar Pinning immunity: +40% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +44 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. |
![]() epiphanous living mindstar of flames (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes resistances: +20% fire Changes resistances penetration: +20% fire Changes damage: +9% mind / +20% fire Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +4.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +11% Global speed: +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. |
![]() gifted living mindstar of life (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +2.00 Maximum life: +50.00 Mindpower: +19 (+4 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. |
![]() hungering living mindstar of clarity (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Mental save: +10 (+1 eff.) Hate per kill: +5.00 Psi per kill: +5.00 Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to inflict 280.42 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's living mindstar of life (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 131 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +2.00 Maximum life: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of flames (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes resistances: +12% fire Changes resistances penetration: +20% fire Changes damage: +20% fire Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +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. |
![]() living mindstar of gales (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +30 (+7 eff.) Changes damage: +16% lightning / +16% cold / +16% physical Talent granted: +1 Attune Mindstar Pinning immunity: +37% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of sand (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 15 physical Changes resistances: +15% physical Changes resistances penetration: +18% physical Changes damage: +19% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating living mindstar (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +10% mind Changes damage: +8% mind Talent granted: +1 Attune Mindstar Psi when hit: +2.40 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +22% 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. |
![]() wrathful living mindstar of balance (15-16.5 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +2.50 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +16% 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. |
![]() iron steamsaw of torment (9.5-14.25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 9.5 - 14.3 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +12 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() reinforced iron steamsaw of rage (11.5-17.25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.5 - 17.3 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +11 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Defense: +2 (+0 eff.) Fatigue: +4% Changes stats: +3 Str Changes damage: +7% physical Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() steel steamsaw of crippling (14.5-21.75 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.5 - 21.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +25 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() stormbringer's steel steamsaw of erosion (13.5-20.25 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.3 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +23 Damage (Melee): +11 nature Damage (radius 2) on crit: +19 lightning / +21 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances penetration: +13% lightning / +13% cold Talent granted: +1 Block Movement speed: +32% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() truestriking steel steamsaw of shrapnel (14-21 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +19 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% On shield block: * Cause enemies within radius 6 to bleed for 290 physical damage over 5 turns (1/turn) Changes resistances penetration: +9% physical Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() stormbringer's dwarven-steel steamsaw of massacre (31-46.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 31.0 - 46.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 Damage (radius 2) on crit: +19 lightning / +25 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances penetration: +17% lightning / +17% cold Talent granted: +2 Block Movement speed: +38% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() hateful stralite steamsaw of physical resistance (+18%) (32.5-48.75 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.5 - 48.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +63 Damage (Melee): +17 darkness Damage against: +13% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +18% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() living stralite steamsaw of resilience (31-46.5 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.0 - 46.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +66 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +18% nature / +18% blight Talent granted: +2 Block Maximum life: +182.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() quick stralite steamsaw of resilience (32-48 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +72 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +6 Dex Talent granted: +2 Block Maximum life: +84.00 Combat speed: +10% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() stormbringer's stralite steamsaw of physical resistance (+18%) (32.5-48.75 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.5 - 48.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +70 Damage (radius 2) on crit: +37 lightning / +27 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +18% physical Changes resistances penetration: +17% lightning / +21% cold Talent granted: +2 Block Movement speed: +34% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() stralite steamsaw of evisceration (33.5-50.25 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.5 - 50.3 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +64 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thought-forged stralite steamsaw of disruption (33.5-50.25 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.5 - 50.3 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +74 On weapon hit: * 26% chance to reduce all saves and defense by 44 * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +17 mind Damage against: +25% Unnatural Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +6 Cun / +6 Wil Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() balanced voratun steamsaw of acid resistance (+30%) (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +98 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +6 Defense: +25 (+6 eff.) Fatigue: +12% Changes resistances: +30% acid Talent granted: +3 Block Disarm immunity: +37% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() balanced voratun steamsaw of earthen fury (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +101 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +16 Defense: +25 (+6 eff.) Fatigue: +12% Talent granted: +3 Block Disarm immunity: +49% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() swashbuckler's voratun steamsaw (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +110 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +10 Str / +11 Dex Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() windwalling voratun steamsaw of projection (40.5-60.75 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +90 On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +6 Wil Changes resistances: +20% physical Talent granted: +3 Block Slows Projectiles: +40% Bonus block near projectiles: +110 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Corpsebow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Cyst Burst (25% chance level 1). When this weapon hits: Epidemic (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 35 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) 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. |
![]() enhanced ash longbow of piercing Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +14 Changes stats: +11 Str / +11 Dex / +11 Mag / +9 Wil / +11 Cun / +9 Con Changes resistances penetration: +14% all Longbows are used to shoot arrows at your foes. |
![]() fungal yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +15.0% Changes stats: +6 Con Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 246 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() elven-wood longbow of piercing Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +20 Changes resistances penetration: +20% all Longbows are used to shoot arrows at your foes. |
![]() stormbringer's elven-wood longbow of dexterity (+9) Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +56 lightning / +38 cold When wielded/worn: Changes stats: +9 Dex Changes resistances penetration: +32% lightning / +30% cold / +14% physical Movement speed: +54% Longbows are used to shoot arrows at your foes. |
![]() rough leather sling of piercing Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% all Slings are used to hurl stones or metal shots at your foes. |
![]() Islarikira the Sparkspawn Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +20 lightning When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Changes stats: +4 Str / +5 Dex / +7 Mag / +6 Wil Changes resistances: +21% lightning / +15% light Changes resistances penetration: +9% all Changes damage: +15% lightning / +27% mind Hate when firing a critical mind attack: +6.73 Slings are used to hurl stones or metal shots at your foes. |
![]() cured leather sling of true flight Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Slings are used to hurl stones or metal shots at your foes. |
![]() ranger's cured leather sling of cunning (+3) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +3 Dex / +5 Cun Changes resistances penetration: +7% physical Slings are used to hurl stones or metal shots at your foes. |
![]() runic cured leather sling of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 2). Damage (Ranged): +9 fire When wielded/worn: Changes stats: +4 Mag Changes damage: +9% arcane / +14% fire Spellpower: +7 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() fungal hardened leather sling of cunning (+6) Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +6 Cun / +5 Con Changes resistances penetration: +8% physical Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 180 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() fungal hardened leather sling of piercing Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +10 Changes stats: +5 Con Changes resistances penetration: +11% all Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 180 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() hardened leather sling 'Airzeal' Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon crit: * silences the target Travel speed: +269% Damage (Ranged): +17 nature Damage (radius 2) on crit: +27 lightning When wielded/worn: Physical crit. chance: +5.0% Defense: +35 (+9 eff.) Ammo reloads per turn: +5 Changes stats: +6 Wil Changes resistances penetration: +11% nature Stamina each turn: +4.04 Mental crit. chance: +7% Slings are used to hurl stones or metal shots at your foes. |
![]() mighty hardened leather sling of acid Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +14 acid When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Str Changes damage: +17% acid Slings are used to hurl stones or metal shots at your foes. |
![]() mighty hardened leather sling of cunning (+3) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +3 Str / +6 Cun Changes resistances penetration: +7% physical Slings are used to hurl stones or metal shots at your foes. |
![]() steady hardened leather sling of enduring Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +11 Wil / +11 Con Maximum life: +50.00 Slings are used to hurl stones or metal shots at your foes. |
![]() enhanced reinforced leather sling of acid Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +17 acid When wielded/worn: Changes stats: +10 Str / +10 Dex / +11 Mag / +11 Wil / +11 Cun / +11 Con Changes damage: +17% acid Slings are used to hurl stones or metal shots at your foes. |
![]() mighty reinforced leather sling of dampening Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Str Changes resistances: +15% acid / +12% cold / +15% fire / +15% lightning / +6% all Spell save: +13 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() penetrating reinforced leather sling of fire Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +13 fire When wielded/worn: Changes resistances penetration: +17% physical Changes damage: +19% fire Slings are used to hurl stones or metal shots at your foes. |
![]() reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Slings are used to hurl stones or metal shots at your foes. |
![]() drakeskin leather sling 'Muckdredge' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +19 cold When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +7.0% Effects on ranged hit: * 10% chance to slow global speed by 73% * 10% chance to reduce all saves and defense by 44 Changes resistances: +6% temporal / +9% mind / +3% nature Changes resistances penetration: +30% temporal Changes damage: +22% physical / +6% nature / +26% cold Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
![]() drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +13.0% Slings are used to hurl stones or metal shots at your foes. |
![]() drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +15.0% Slings are used to hurl stones or metal shots at your foes. |
![]() blazebringer's iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (radius 2) on crit: +21 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +9% fire Global speed: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's iron steamgun of tinkering (+4) Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +4 Cun Talent cooldown: Strafe (-2 turns) Steampower: +7 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() ranger's steel steamgun of piercing Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Changes stats: +4 Dex Changes resistances penetration: +8% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() stormbringer's steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (radius 2) on crit: +21 lightning / +20 cold Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +12% lightning / +13% cold Movement speed: +32% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() caustic dwarven-steel steamgun of tinkering (+6) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 2) on crit: +20 acid / +28 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +10 Changes stats: +6 Cun Changes resistances penetration: +17% acid / +17% nature Steampower: +11 (+8 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() dwarven-steel steamgun of piercing Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +8 Changes resistances penetration: +11% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() dwarven-steel steamgun of true flight Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +11.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() dwarven-steel steamgun of true flight Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +11.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's dwarven-steel steamgun of piercing Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +9 Changes resistances penetration: +11% all Changes damage: +17% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steampower: +11 (+8 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty dwarven-steel steamgun of piercing Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +11 Physical power: +11 (+3 eff.) Changes stats: +5 Str Changes resistances penetration: +11% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() caustic stralite steamgun of tinkering (+6) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (radius 2) on crit: +17 acid / +37 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +13 Changes stats: +6 Cun Changes resistances penetration: +20% acid / +21% nature Steampower: +13 (+9 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() enhanced stralite steamgun Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Str / +10 Dex / +9 Mag / +11 Wil / +10 Cun / +11 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() enhanced stralite steamgun of tinkering (+11) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +11 Str / +11 Dex / +11 Mag / +11 Wil / +16 Cun / +11 Con Steampower: +13 (+9 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's stralite steamgun of enduring Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +11 Wil / +11 Con Changes damage: +20% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Maximum life: +90.00 Steampower: +13 (+9 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's stralite steamgun of tinkering (+7) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Cun Changes damage: +20% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steampower: +26 (+15 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() ranger's stralite steamgun of piercing Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +11 Changes stats: +5 Dex Changes resistances penetration: +12% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() stralite steamgun of enduring Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +13 Wil / +13 Con Maximum life: +76.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() stralite steamgun of true flight Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +9.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() blazebringer's voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +85 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +25% fire Global speed: +11% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() caustic voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +44 acid / +45 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +15 Changes resistances penetration: +25% acid / +25% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() enhanced voratun steamgun of piercing Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +15 Changes stats: +11 Str / +13 Dex / +11 Mag / +12 Wil / +13 Cun / +12 Con Changes resistances penetration: +15% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's voratun steamgun of dampening Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +15% acid / +17% cold / +13% fire / +17% lightning / +9% all Changes damage: +16% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Spell save: +14 (+2 eff.) Steampower: +15 (+10 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's voratun steamgun of dampening Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +17% acid / +13% cold / +16% fire / +17% lightning / +10% all Changes damage: +22% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Spell save: +15 (+2 eff.) Steampower: +15 (+10 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty voratun steamgun of tinkering (+7) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +7 Str / +6 Cun Steampower: +13 (+9 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty voratun steamgun of tinkering (+8) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +8 Cun / +6 Str Steampower: +15 (+10 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() voratun steamgun of enduring Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +14 Wil / +15 Con Maximum life: +110.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() voratun steamgun of true flight Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +15.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() arcing quiver of elm arrows of accuracy (12/12, 16.5-23.1 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +14 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 12 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage Arrows are used with bows to pierce your foes to death. |
![]() Coalpulverizer the quiver of ash arrows (18/18, 35.5-49.7 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 35.5 - 49.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +15.5% Capacity: 18 On weapon hit: * 27% chance to slow global speed by 73% * 27% chance to reduce damage dealt by 35% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +27 acid / +27 darkness Damage (radius 1) on hit: +27 lightning / +27 darkness / +27 acid Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of ash arrows of amnesia (18/18, 36-50.4 power, 7 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 36.0 - 50.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +15.5% Capacity: 18 On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() quiver of ash arrows of annihilation (17/17, 27.5-38.5 power, 16 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 27.5 - 38.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +10.5% Capacity: 17 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() psychokinetic quiver of elven-wood arrows of accuracy (21/21, 45.5-63.7 power, 14 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +32 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 307 physical damage Damage (Ranged): +50 physical Arrows are used with bows to pierce your foes to death. |
![]() self-loading quiver of elven-wood arrows of daylight (21/21, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 Turns elapse between self-loadings: 0 Damage (Ranged): +26 light Damage against: +38% Undead Arrows are used with bows to pierce your foes to death. |
![]() blazing pouch of iron shots of accuracy (17/17, 14.5-17.4 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Damage (Ranged): +13 fire Damage (radius 2) on crit: +7 fire Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of iron shots of accuracy (15/15, 15-18 power, 1 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 Damage (Ranged): +10 darkness Damage against: +8% Living Shots are used with slings to pummel your foes to death. |
![]() high-capacity pouch of iron shots of accuracy (51/51, 16.5-19.8 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 51 When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of iron shots of torment (13/13, 16-19.2 power, 1 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 307 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +12 physical Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of steel shots of accuracy (22/22, 28.5-34.2 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 28.5 - 34.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +2 Crit. chance: +13.5% Capacity: 22 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of steel shots of accuracy (14/14, 29.5-35.4 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 29.5 - 35.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +2 Crit. chance: +13.5% Capacity: 14 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of steel shots of persecution (20/20, 28-33.6 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 28.0 - 33.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +12.5% Capacity: 20 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage against: +15% Unliving / +15% Unnatural Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of steel shots of disruption (21/21, 28-33.6 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 28.0 - 33.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +15% Unnatural Shots are used with slings to pummel your foes to death. |
![]() pouch of steel shots of crippling (15/15, 20-24 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +13.5% Capacity: 15 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() pouch of steel shots of disruption (16/16, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +13% Unnatural Shots are used with slings to pummel your foes to death. |
![]() storming pouch of steel shots of erosion (16/16, 23.5-28.2 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.5 - 28.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 Damage (Ranged): +18 lightning / +11 nature Damage (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of dwarven-steel shots (18/18, 43-51.6 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 43.0 - 51.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +16.0% Capacity: 18 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of dwarven-steel shots of accuracy (17/17, 39.5-47.4 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 39.5 - 47.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of erosion (24/24, 35.5-42.6 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 24 Damage (Ranged): +17 darkness / +14 nature Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
![]() high-capacity pouch of dwarven-steel shots of accuracy (49/52, 34.5-41.4 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +17 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 52 When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() high-capacity pouch of dwarven-steel shots of grasping (48/48, 32.5-39 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 48 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 307 nature damage and pinning them for 3 turns When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() pouch of dwarven-steel shots of amnesia (21/21, 31-37.2 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of dwarven-steel shots of wind (15/15, 34-40.8 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 307 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 207 physical damage Travel speed: +200% Damage (Ranged): +16 physical Shots are used with slings to pummel your foes to death. |
![]() storming pouch of dwarven-steel shots of erosion (24/24, 29.5-35.4 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 24 Damage (Ranged): +20 lightning / +14 nature Damage (radius 2) on crit: +11 lightning Shots are used with slings to pummel your foes to death. |
![]() tundral pouch of dwarven-steel shots of crippling (18/18, 32-38.4 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +16.0% Capacity: 18 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +23 cold Damage (radius 2) on crit: +11 cold Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of stralite shots (12/16, 54.5-65.4 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +18.5% Capacity: 16 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of stralite shots of accuracy (22/23, 57.5-69 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 57.5 - 69.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +21 Armour Penetration: +5 Crit. chance: +18.5% Capacity: 23 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of stralite shots of annihilation (19/19, 64.5-77.4 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 64.5 - 77.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +28.5% Capacity: 19 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots (24/24, 44.5-53.4 power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 Shots are used with slings to pummel your foes to death. |
![]() self-loading pouch of stralite shots of torment (19/19, 45.5-54.6 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
![]() Breezeoracle the pouch of voratun shots (22/22, 66.5-79.8 power, 18 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +24 Armour Penetration: +18 Crit. chance: +19.0% Capacity: 22 On weapon hit: * 20% chance to slow global speed by 73% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Travel speed: +200% Damage (Ranged): +20 fire / +24 nature Damage (radius 1) on hit: +16 nature / +4 fire Shots are used with slings to pummel your foes to death. |
![]() Manusta the Lightningravage (22/22, 85.5-102.6 power, 6 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 85.5 - 102.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 22 On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 fire Damage (radius 1) on hit: +16 lightning / +16 fire / +12 blight Damage (radius 2) on crit: +4 lightning Shots are used with slings to pummel your foes to death. |
![]() Morningwish (18/18, 67-80.4 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 Base power: 67.0 - 80.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 18 On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +20% Damage (Ranged): +12 blight / +29 cold / +27 light Damage (radius 1) on hit: +12 light / +8 arcane Damage (radius 2) on crit: +12 arcane / +4 light Shots are used with slings to pummel your foes to death. |
![]() Scorpionoracle the pouch of voratun shots (21/21, 66.5-79.8 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 Base power: 66.5 - 79.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 21 On weapon hit: * 27% chance to reduce armor by 46% * 27% chance to slow global speed by 73% * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 307 physical damage * 25% chance for lightning to strike from the target to a second target dealing 131 damage On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +26 physical / +16 temporal / +12 nature Damage (radius 1) on hit: +4 acid Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of voratun shots (24/24, 68-81.6 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 68.0 - 81.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 24 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of voratun shots (20/20, 70.5-84.6 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 70.5 - 84.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 20 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of voratun shots of accuracy (22/22, 66.5-79.8 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +22.0% Capacity: 22 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of voratun shots of wind (18/18, 64-76.8 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 18 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 207 physical damage On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of voratun shots of wind (1/19, 69.5-83.4 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 69.5 - 83.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 207 physical damage On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() blazing pouch of voratun shots of annihilation (20/20, 64.5-77.4 power, 15 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 64.5 - 77.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +19.0% Capacity: 20 Travel speed: +200% Damage (Ranged): +33 fire Damage (radius 2) on crit: +14 fire Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of voratun shots of annihilation (21/21, 81-97.2 power, 16 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 81.0 - 97.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +19.0% Capacity: 21 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of voratun shots of disruption (21/21, 69.5-83.4 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 69.5 - 83.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural Shots are used with slings to pummel your foes to death. |
![]() manaburning pouch of voratun shots of disruption (15/20, 55-66 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 23 arcane resource burn * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural Shots are used with slings to pummel your foes to death. |
![]() pouch of voratun shots of amnesia (19/19, 55-66 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() pouch of voratun shots of grasping (22/22, 51.5-61.8 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 307 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of voratun shots of persecution (23/23, 54.5-65.4 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 307 physical damage Damage (Ranged): +39 physical Damage against: +30% Unliving / +30% Unnatural Shots are used with slings to pummel your foes to death. |
![]() acidic iron shield of shrapnel (0 def, 2 armour, 22 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 5 acid On shield block: * Cause enemies within radius 6 to bleed for 290 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
![]() impervious iron shield (0 def, 8 armour, 67 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +4 Con Talent granted: +1 Block Physical save: +7 (+0 eff.) Handheld deflection devices. |
![]() reinforced iron shield of resistance (0 def, 5 armour, 55 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +7% acid / +7% fire / +7% cold / +6% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() Woedeath the steel shield (0 def, 4 armour, 37.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 27% chance to reduce damage dealt by 35% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Dex / +7 Wil Changes resistances: +12% acid / +32% temporal / +18% fire / +7% arcane / +12% nature Changes resistances penetration: +34% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() acidic steel shield of patience (0 def, 4 armour, 40.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 9 acid Changes resistances: +13% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (511) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() steel shield of shrapnel (0 def, 4 armour, 37 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 290 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
![]() windwalling steel shield of resilience (0 def, 4 armour, 38 block) Requires: - Shield usage training - Strength 16 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +14% physical Talent granted: +1 Block Maximum life: +64.00 Slows Projectiles: +22% Bonus block near projectiles: +38 Handheld deflection devices. |
![]() windwalling steel shield of shrapnel (0 def, 4 armour, 40.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 290 physical damage over 5 turns (1/turn) Changes stats: +3 Wil Changes resistances: +14% physical Talent granted: +1 Block Slows Projectiles: +22% Bonus block near projectiles: +36 Handheld deflection devices. |
![]() Black Mesh (8 def, 2 armour, 120 block) Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 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. |
![]() Strikeshine the dwarven-steel shield (0 def, 6 armour, 131.81449618829 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +30 (+7 eff.) Armour: +6 Fatigue: +8% Effects on melee hit: * 27% chance to reduce all saves and defense by 44 Changes stats: +5 Str / +9 Dex Changes resistances: +18% lightning / +16% physical Talent granted: +1 Block Stamina each turn: +4.04 Handheld deflection devices. |
![]() acidic dwarven-steel shield of fire resistance (+24%) (0 def, 6 armour, 88.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 8 acid Damage when hit (Melee): 10 acid Changes resistances: +24% fire Talent granted: +1 Block Handheld deflection devices. |
![]() dwarven-steel shield of crushing (0 def, 6 armour, 89 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +12.0% Physical power: +11 (+3 eff.) Armour: +6 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() impervious dwarven-steel shield of mind resistance (+16%) (0 def, 15 armour, 169 block) Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Fatigue: +8% Changes stats: +6 Con Changes resistances: +16% mind Talent granted: +1 Block Physical save: +9 (+1 eff.) Handheld deflection devices. |
![]() living dwarven-steel shield of fire resistance (+16%) (0 def, 6 armour, 81.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +16% blight / +24% fire / +16% nature Talent granted: +1 Block Maximum life: +80.00 Handheld deflection devices. |
![]() reinforced dwarven-steel shield of the stars (0 def, 13 armour, 136 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +13 Fatigue: +8% Changes stats: +7 Cun / +4 Mag Changes resistances: +16% light / +16% darkness Changes damage: +16% light / +16% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() shocking dwarven-steel shield of shrapnel (0 def, 6 armour, 79 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 23 lightning Damage when hit (Melee): 13 lightning On shield block: * Cause enemies within radius 6 to bleed for 290 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
![]() Piercing Gaze (5 def, 25 armour, 180 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() Sanguine Shield (0 def, 15 armour, 220 block) Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() Thundershear the stralite shield (0 def, 8 armour, 132.5 block) Requires: - Shield usage training - Strength 35 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +8 Cun Changes resistances: +18% mind / +18% fire Changes resistances penetration: +15% mind Changes damage: +15% lightning Talent granted: +1 Block Critical mult.: +26.91% Mindpower: +25 (+5 eff.) Handheld deflection devices. |
![]() corrosive stralite shield (0 def, 8 armour, 139.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Effects when hit in melee: * 17% chance to reduce armor by 46% Changes stats: +5 Con Changes resistances: +17% acid Talent granted: +1 Block Handheld deflection devices. |
![]() impervious stralite shield (0 def, 19 armour, 243 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +19 Fatigue: +8% Changes stats: +7 Con Talent granted: +1 Block Physical save: +12 (+1 eff.) Handheld deflection devices. |
![]() impervious stralite shield of arcane resistance (+18%) (0 def, 19 armour, 210.5 block) Requires: - Shield usage training - Strength 35 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +19 Fatigue: +8% Changes stats: +7 Con Changes resistances: +18% arcane Talent granted: +1 Block Physical save: +13 (+1 eff.) Handheld deflection devices. |
![]() reinforced stralite shield of resistance (0 def, 17 armour, 218 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +17 Fatigue: +8% Changes resistances: +11% acid / +12% fire / +12% cold / +10% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() scouring stralite shield of crushing (0 def, 8 armour, 139.5 block) Requires: - Shield usage training - Strength 35 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +15.0% Physical power: +13 (+3 eff.) Armour: +8 Fatigue: +8% Effects on melee hit: * 21 arcane resource burn Damage (Melee): 19 acid / 13 nature Effects when hit in melee: * 13 arcane resource burn Changes stats: +6 Con Changes resistances: +17% acid / +17% nature Talent granted: +1 Block Handheld deflection devices. |
![]() stralite shield of resistance (0 def, 8 armour, 141.5 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +12% acid / +12% fire / +12% cold / +12% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() swashbuckler's stralite shield (0 def, 8 armour, 141.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +8 Fatigue: +8% Changes stats: +10 Str / +7 Dex Talent granted: +1 Block Handheld deflection devices. |
![]() swashbuckler's stralite shield of purity (0 def, 8 armour, 139.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +8 Fatigue: +8% Changes stats: +11 Str / +9 Dex Changes resistances: +16% nature / +18% blight Talent granted: +1 Block Handheld deflection devices. |
![]() warded stralite shield (0 def, 8 armour, 136.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Maximum wards: +7 lightning / +7 temporal / +7 darkness / +7 fire / +7 nature / +7 blight / +7 cold / +6 arcane / +7 light Talents granted: +1 Block +1 Ward Handheld deflection devices. |
![]() Scorchpain (0 def, 10 armour, 198.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +16.0% Physical power: +15 (+3 eff.) Armour: +10 Fatigue: +8% Changes stats: +15 Cun / +10 Mag Changes resistances: +20% darkness / +30% cold / +20% light / +9% temporal Changes resistances penetration: +10% temporal Changes damage: +20% darkness / +9% temporal / +15% mind / +20% light Talent granted: +1 Block Handheld deflection devices. |
![]() Summertide (17 def, 15 armour, 260 block) Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+2 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 36.37 to 45.46 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
![]() acidic voratun shield of resistance (0 def, 10 armour, 194 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 10 acid Damage when hit (Melee): 20 acid Changes resistances: +11% acid / +13% fire / +13% cold / +13% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() impervious voratun shield (0 def, 19 armour, 328.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +19 Fatigue: +8% Changes stats: +7 Con Talent granted: +1 Block Physical save: +11 (+1 eff.) Handheld deflection devices. |
![]() scouring voratun shield of resilience (0 def, 10 armour, 185 block) Requires: - Shield usage training - Strength 48 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 25 arcane resource burn Damage (Melee): 25 acid / 25 nature Effects when hit in melee: * 15 arcane resource burn Changes stats: +7 Con Changes resistances: +20% acid / +20% nature Talent granted: +1 Block Maximum life: +100.00 Handheld deflection devices. |
![]() shocking voratun shield of crushing (0 def, 10 armour, 198 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +16.0% Physical power: +15 (+3 eff.) Armour: +10 Fatigue: +8% Damage (Melee): 33 lightning Damage when hit (Melee): 21 lightning Talent granted: +1 Block Handheld deflection devices. |
![]() shocking voratun shield of fire resistance (+30%) (0 def, 10 armour, 205.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 35 lightning Damage when hit (Melee): 13 lightning Changes resistances: +30% fire Talent granted: +1 Block Handheld deflection devices. |
![]() voratun shield of crushing (0 def, 10 armour, 194.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +18.0% Physical power: +14 (+3 eff.) Armour: +10 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() voratun shield of earthen fury (0 def, 17 armour, 191 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +17 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() windwalling voratun shield of resistance (0 def, 10 armour, 188.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +6 Wil Changes resistances: +13% acid / +20% physical / +13% cold / +11% lightning / +13% fire Talent granted: +1 Block Slows Projectiles: +27% Bonus block near projectiles: +90 Handheld deflection devices. |
![]() Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold / +7% all Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +8% blight / +7% all Life regen: +2.40 Maximum life: +49.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven linen robe of protection (3 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes resistances: +7% all Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's linen robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% acid / +12% physical / +12% cold / +12% fire / +7% all Changes damage: +8% acid / +9% physical / +9% cold / +9% fire Talent cooldown: Refit Golem (-3 turns) Critical mult.: +12.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances: +9% all Changes resistances penetration: +9% physical / +9% temporal Changes damage: +15% physical / +13% temporal Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% blight / +9% all Changes resistances penetration: +11% darkness / +11% physical Changes damage: +15% darkness / +15% physical Life regen: +3.10 Maximum life: +64.00 Maximum hate: +9.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven woollen robe of the mind (+18%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% mind / +9% all Changes resistances penetration: +10% darkness / +8% physical Changes damage: +15% physical / +15% darkness / +18% mind Maximum hate: +9.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances: +11% blight / +9% all Life regen: +3.30 Mana each turn: +0.19 Psi each turn: +0.21 Maximum life: +62.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing woollen robe of nature (+27%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances: +27% nature / +9% all Changes damage: +18% nature Mana each turn: +0.22 Psi each turn: +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% blight / +9% all Life regen: +3.30 Maximum life: +60.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing cashmere robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Wil / +7 Mag Changes resistances: +14% blight / +11% all Life regen: +4.20 Mana each turn: +0.28 Psi each turn: +0.19 Maximum life: +75.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing cashmere robe of lightning (+27%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +7 Wil / +7 Mag Changes resistances: +27% lightning / +11% all Changes damage: +18% lightning Mana each turn: +0.28 Psi each turn: +0.28 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven cashmere robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% blight / +11% all Mental save: +24 (+3 eff.) Life regen: +4.00 Maximum life: +76.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy cashmere robe of life (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects when hit in melee: * 8% chance to slow global speed by 73% * 8 arcane resource burn Changes resistances: +14% blight / +11% all Life regen: +3.20 Maximum life: +76.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy cashmere robe of nature (+31%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects when hit in melee: * 6% chance to slow global speed by 73% * 6 arcane resource burn Changes resistances: +31% nature / +11% all Changes damage: +21% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven cashmere robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +16% acid / +13% physical / +27% cold / +16% fire / +11% lightning / +11% all Changes damage: +17% acid / +31% physical / +12% fire / +34% cold / +20% lightning Talent cooldown: Refit Golem (-5 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Mag Changes resistances: +13% all Changes resistances penetration: +12% physical / +13% temporal Changes damage: +21% physical / +24% temporal Mana each turn: +0.34 Maximum mana: +88.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +13% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +17% blight / +13% all Mental save: +27 (+3 eff.) Life regen: +4.70 Maximum life: +88.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% blight / +13% all Mental save: +24 (+3 eff.) Life regen: +5.10 Maximum life: +88.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +17% blight / +13% all Life regen: +5.10 Maximum life: +83.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +8 Mag / +8 Wil Changes resistances: +13% lightning / +13% cold / +13% all Changes damage: +25% lightning / +21% physical / +25% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's silk robe of fire (+13%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Cun Changes resistances: +39% fire / +13% all Changes damage: +26% fire Critical mult.: +18.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +17% blight / +13% all Changes damage: +21% nature Poison immunity: +37% Disease immunity: +38% Life regen: +5.10 Maximum life: +83.00 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% blight / +15% all Life regen: +5.20 Maximum life: +75.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +14% blight / +15% all Life regen: +6.00 Maximum life: +87.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +18% blight / +15% all Life regen: +6.00 Maximum life: +100.00 Healing mod.: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing elven-silk robe of fire (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Wil / +7 Mag Changes resistances: +45% fire / +15% all Changes damage: +30% fire Mana each turn: +0.36 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 10% chance to slow global speed by 73% * 8 arcane resource burn Changes resistances: +17% blight / +15% all Life regen: +6.00 Maximum life: +79.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy elven-silk robe of the mind (+30%) (0 def, 0 armour) Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 10% chance to slow global speed by 73% * 10 arcane resource burn Changes resistances: +30% mind / +15% all Changes damage: +30% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +8 Mag / +8 Wil Changes resistances: +15% lightning / +14% cold / +15% all Changes damage: +27% lightning / +15% physical / +28% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +15% all Changes damage: +25% nature Poison immunity: +49% Disease immunity: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cleansing rough leather armour of fire resistance (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +12% blight / +18% fire / +12% nature A suit of armour made of leather. |
![]() cleansing rough leather armour of the wind (10 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +2 Defense: +10 (+2 eff.) Fatigue: +6% Changes resistances: +12% nature / +12% blight Stamina each turn: +0.70 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 6.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 52 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() duelist's rough leather armour of cold resistance (7 def, 6 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Fatigue: +6% Changes stats: +4 Cun / +5 Dex Changes resistances: +18% cold A suit of armour made of leather. |
![]() multi-hued rough leather armour of command (9 def, 7 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +9 (+2 eff.) Fatigue: +6% Changes stats: +2 Cun Changes resistances: +8% acid / +8% physical / +8% fire / +8% cold / +8% lightning Mental save: +13 (+2 eff.) Mindpower: +7 (+2 eff.) A suit of armour made of leather. |
![]() prismatic rough leather armour of stability (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% physical / +12% light / +12% darkness Physical save: +13 (+1 eff.) A suit of armour made of leather. |
![]() rough leather armour of delving (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +6 Str Changes resistances: +12% darkness / +7% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() troll-hide rough leather armour of the deep (3 def, 4 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Life regen: +5.10 Maximum life: +38.00 Healing mod.: +12% A suit of armour made of leather. |
![]() volcanic rough leather armour (3 def, 9 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +14% physical / +14% fire A suit of armour made of leather. |
![]() Smearvagrant (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Effects on melee hit: * 27% chance to reduce all saves and defense by 44 Damage when hit (Melee): 13 mind Changes resistances: +33% acid / +12% fire / +15% nature / +30% lightning Changes resistances penetration: +25% mind Changes damage: +15% nature / +27% cold A suit of armour made of leather. |
![]() cured leather armour of Eyal (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Life regen: +5.00 Maximum life: +44.00 Healing mod.: +14% A suit of armour made of leather. |
![]() cured leather armour of command (15 def, 10 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +15 (+4 eff.) Fatigue: +7% Changes stats: +3 Cun Mental save: +16 (+2 eff.) A suit of armour made of leather. |
![]() enlightening cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Cun / +5 Wil Mental save: +16 (+2 eff.) A suit of armour made of leather. |
![]() radiant cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +3 Wil Changes resistances: +18% blight / +21% cold / +18% darkness Light radius: +2 A suit of armour made of leather. |
![]() rejuvenating cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Life regen: +4.00 Stamina each turn: +1.30 A suit of armour made of leather. |
![]() rejuvenating cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +21% cold Life regen: +3.90 Stamina each turn: +1.30 A suit of armour made of leather. |
![]() troll-hide cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +21% cold Life regen: +7.00 Maximum life: +46.00 Healing mod.: +14% A suit of armour made of leather. |
![]() duelist's hardened leather armour of cold resistance (16 def, 12 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +7 Cun / +6 Dex Changes resistances: +23% cold A suit of armour made of leather. |
![]() hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Critical mult.: +16.00% A suit of armour made of leather. |
![]() nimble hardened leather armour of natural resilience (20 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +7 Dex Changes resistances: +16% nature / +16% blight Reduced damage from: +11% Unnatural Movement speed: +20% A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of stability (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +8% physical Physical save: +19 (+2 eff.) Life regen: +5.40 Stamina each turn: +1.40 A suit of armour made of leather. |
![]() Ravengrind the reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +19 (+4 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Effects on melee hit: * 27% chance to reduce all saves and defense by 44 Changes stats: +8 Str / +9 Mag / +16 Wil / +8 Cun Changes resistances: +18% lightning / +12% temporal / +9% mind / +6% darkness Changes damage: +6% temporal / +6% darkness / +3% mind Mental save: +44 (+5 eff.) Spellpower: +20 (+4 eff.) Spell crit. chance: +8% Mindpower: +22 (+5 eff.) Mental crit. chance: +9% 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. |
![]() cleansing reinforced leather armour of the deep (12 def, 12 armour) Requires: - Strength 18 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +13% acid / +13% cold / +18% nature / +17% blight Allows you to breathe in: water A suit of armour made of leather. |
![]() duelist's reinforced leather armour of stability (21 def, 16 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +21 (+5 eff.) Fatigue: +8% Changes stats: +9 Cun / +7 Dex Changes resistances: +9% physical Physical save: +22 (+2 eff.) A suit of armour made of leather. |
![]() marauder's reinforced leather armour of lightning resistance (19 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +19 (+5 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex Changes resistances: +27% lightning Physical save: +15 (+1 eff.) A suit of armour made of leather. |
![]() radiant reinforced leather armour of cold resistance (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +5 Wil Changes resistances: +26% blight / +27% cold / +21% darkness Light radius: +1 A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Critical mult.: +18.00% Life regen: +5.60 Stamina each turn: +2.10 A suit of armour made of leather. |
![]() searing reinforced leather armour of the wind (24 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +17 Physical crit. chance: +9.0% Armour: +7 Defense: +24 (+6 eff.) Fatigue: +8% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 15 acid / 14 fire Changes resistances: +25% acid / +18% fire Stamina each turn: +1.30 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 6.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 52 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() troll-hide reinforced leather armour of lightning resistance (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +26% lightning Life regen: +12.60 Maximum life: +62.00 Healing mod.: +18% A suit of armour made of leather. |
![]() volcanic reinforced leather armour (12 def, 20 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +20 Defense: +12 (+3 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes resistances: +26% physical / +16% fire A suit of armour made of leather. |
![]() volcanic reinforced leather armour of alacrity (12 def, 20 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +20 Defense: +12 (+3 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes resistances: +26% physical / +26% fire Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of cold resistance (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +20% blight / +30% cold / +19% nature A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of delving (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +10 Str Changes resistances: +20% blight / +15% physical / +17% darkness / +20% nature Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of delving (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +10 Str Changes resistances: +20% blight / +15% physical / +16% darkness / +19% nature Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of fire resistance (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +20% blight / +30% fire / +20% nature A suit of armour made of leather. |
![]() drakeskin leather armour of Eyal (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Life regen: +11.00 Maximum life: +62.00 Healing mod.: +19% A suit of armour made of leather. |
![]() drakeskin leather armour of command (35 def, 18 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +35 (+9 eff.) Fatigue: +8% Changes stats: +6 Cun Mental save: +24 (+3 eff.) A suit of armour made of leather. |
![]() drakeskin leather armour of the wind (33 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +8 Defense: +33 (+8 eff.) Fatigue: +8% Stamina each turn: +1.50 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 6.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 52 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() marauder's drakeskin leather armour (29 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +29 (+7 eff.) Fatigue: +8% Changes stats: +10 Str / +9 Dex Physical save: +20 (+2 eff.) A suit of armour made of leather. |
![]() marauder's drakeskin leather armour of cold resistance (30 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+7 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Changes resistances: +30% cold Physical save: +20 (+2 eff.) A suit of armour made of leather. |
![]() radiant drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +1 Wil Changes resistances: +30% blight / +30% darkness Light radius: +2 A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of lightning resistance (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +30% lightning Life regen: +8.00 Stamina each turn: +2.30 A suit of armour made of leather. |
![]() impenetrable iron mail armour of Eyal (2 def, 12 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +32.00 Healing mod.: +12% A suit of armour made of mail. |
![]() iron mail armour of the deep (2 def, 6 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() radiant iron mail armour of Eyal (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Life regen: +3.00 Maximum life: +31.00 Light radius: +2 Healing mod.: +12% A suit of armour made of mail. |
![]() rejuvenating iron mail armour of natural resilience (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +12% nature / +12% blight Reduced damage from: +7% Unnatural Life regen: +2.90 Stamina each turn: +0.90 A suit of armour made of mail. |
![]() cleansing steel mail armour of fire resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +12% blight / +20% fire / +14% nature A suit of armour made of mail. |
![]() cleansing steel mail armour of the deep (2 def, 9 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +9% acid / +8% cold / +14% nature / +14% blight Allows you to breathe in: water A suit of armour made of mail. |
![]() enlightening steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +6 Cun / +6 Wil Mental save: +16 (+2 eff.) A suit of armour made of mail. |
![]() enlightening steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +6 Cun / +6 Wil Mental save: +14 (+2 eff.) A suit of armour made of mail. |
![]() enlightening steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +6 Cun / +6 Wil Changes resistances: +21% lightning Mental save: +16 (+2 eff.) A suit of armour made of mail. |
![]() impenetrable steel mail armour of acid resistance (2 def, 15 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +21% acid A suit of armour made of mail. |
![]() impenetrable steel mail armour of natural resilience (2 def, 17 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +17 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +14% nature / +14% blight Reduced damage from: +8% Unnatural A suit of armour made of mail. |
![]() radiant steel mail armour of command (11 def, 12 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +11 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +3 Wil Changes resistances: +18% blight / +18% darkness Mental save: +16 (+2 eff.) Light radius: +2 A suit of armour made of mail. |
![]() steel mail armour of delving (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +7 Str Changes resistances: +14% darkness / +9% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() steel mail armour of temporal resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +18% temporal A suit of armour made of mail. |
![]() dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() dwarven-steel mail armour of command (13 def, 16 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +13 (+3 eff.) Fatigue: +12% Changes stats: +4 Cun Mental save: +19 (+2 eff.) A suit of armour made of mail. |
![]() dwarven-steel mail armour of delving (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +8 Str Changes resistances: +16% darkness / +10% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() dwarven-steel mail armour of the deep (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +11% acid / +11% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +7 Cun / +7 Wil Mental save: +16 (+2 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +7 Cun / +7 Wil Mental save: +19 (+2 eff.) Life regen: +7.00 Maximum life: +56.00 Healing mod.: +16% A suit of armour made of mail. |
![]() fortifying dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Con Maximum life: +72.00 A suit of armour made of mail. |
![]() fortifying dwarven-steel mail armour of implacability (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +5 Str / +5 Con Physical save: +11 (+1 eff.) Maximum life: +72.00 A suit of armour made of mail. |
![]() fortifying dwarven-steel mail armour of the deep (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Con Changes resistances: +11% acid / +11% cold Allows you to breathe in: water Maximum life: +59.00 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +22% blight / +21% darkness Light radius: +2 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +19% blight / +22% darkness Life regen: +7.00 Maximum life: +56.00 Light radius: +2 Healing mod.: +16% A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of command (13 def, 14 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +13 (+3 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Changes resistances: +22% blight / +22% darkness Mental save: +18 (+2 eff.) Light radius: +2 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +22% blight / +23% fire / +15% darkness Light radius: +2 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of resilience (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +18% blight / +22% darkness Maximum life: +44.00 Light radius: +2 A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of the deep (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +10% acid / +10% cold / +19% darkness / +20% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of mail. |
![]() rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +24% cold Life regen: +5.60 Stamina each turn: +1.70 A suit of armour made of mail. |
![]() cleansing stralite mail armour of Eyal (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +17% nature / +17% blight Life regen: +9.00 Maximum life: +60.00 Healing mod.: +18% A suit of armour made of mail. |
![]() cleansing stralite mail armour of cold resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +18% blight / +27% cold / +18% nature A suit of armour made of mail. |
![]() enlightening stralite mail armour of implacability (4 def, 16 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Wil Physical save: +12 (+1 eff.) Mental save: +22 (+3 eff.) A suit of armour made of mail. |
![]() fortifying stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +6 Con Maximum life: +78.00 A suit of armour made of mail. |
![]() fortifying stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +6 Con Maximum life: +86.00 A suit of armour made of mail. |
![]() fortifying stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +6 Con Maximum life: +86.00 A suit of armour made of mail. |
![]() fortifying stralite mail armour of clarity (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +6 Con Changes resistances: +8% mind Mental save: +22 (+3 eff.) Maximum life: +86.00 A suit of armour made of mail. |
![]() hardened stralite mail armour of acid resistance (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +39% acid / +11% physical / +12% fire / +12% cold / +12% lightning A suit of armour made of mail. |
![]() impenetrable stralite mail armour of fire resistance (4 def, 24 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +27% fire A suit of armour made of mail. |
![]() impenetrable stralite mail armour of fire resistance (4 def, 24 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +27% fire A suit of armour made of mail. |
![]() impenetrable stralite mail armour of resilience (4 def, 25 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+1 eff.) Fatigue: +12% Maximum life: +52.00 A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of implacability (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +4% Physical save: +13 (+1 eff.) Life regen: +6.80 Stamina each turn: +2.10 A suit of armour made of mail. |
![]() stralite mail armour of Eyal (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Life regen: +9.00 Maximum life: +67.00 Healing mod.: +18% A suit of armour made of mail. |
![]() enlightening voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +7 Cun / +7 Wil Mental save: +21 (+3 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +9 Cun / +8 Wil Mental save: +25 (+3 eff.) Life regen: +11.00 Maximum life: +76.00 Healing mod.: +20% A suit of armour made of mail. |
![]() enlightening voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +9 Cun / +9 Wil Mental save: +23 (+3 eff.) Life regen: +11.00 Maximum life: +55.00 Healing mod.: +20% A suit of armour made of mail. |
![]() enlightening voratun mail armour of clarity (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +9 Cun / +9 Wil Changes resistances: +10% mind Mental save: +45 (+5 eff.) A suit of armour made of mail. |
![]() hardened voratun mail armour of clarity (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +13% acid / +13% physical / +13% cold / +11% fire / +10% mind / +12% lightning Mental save: +25 (+3 eff.) A suit of armour made of mail. |
![]() impenetrable voratun mail armour of implacability (5 def, 40 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +40 Defense: +5 (+1 eff.) Fatigue: +2% Physical save: +12 (+1 eff.) A suit of armour made of mail. |
![]() impenetrable voratun mail armour of the deep (5 def, 33 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +33 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +11% acid / +15% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() radiant voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +6 Wil Changes resistances: +30% blight / +25% darkness / +30% lightning Light radius: +2 A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Life regen: +17.50 Stamina each turn: +2.20 Maximum life: +80.00 Healing mod.: +20% A suit of armour made of mail. |
![]() voratun mail armour 'Malaromirab' (5 def, 30 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Defense: +5 (+1 eff.) Fatigue: +27% Damage when hit (Melee): 2 arcane Changes stats: +2 Cun / +10 Con Changes resistances: +27% acid / -20% light / +15% fire / +7% arcane / +15% darkness Changes resistances penetration: +10% arcane Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Maximum psi: +40.00 Mental crit. chance: +7% A suit of armour made of mail. |
![]() voratun mail armour of implacability (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +2% Physical save: +15 (+1 eff.) A suit of armour made of mail. |
![]() cleansing iron plate armour of resilience (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +12% nature / +12% blight Maximum life: +28.00 A suit of armour made of metal plates. |
![]() searing iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +14% acid / +14% fire A suit of armour made of metal plates. |
![]() radiant steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +18% blight / +18% darkness Light radius: +2 A suit of armour made of metal plates. |
![]() cleansing dwarven-steel plate armour of Eyal (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +16% nature / +16% blight Life regen: +7.00 Maximum life: +56.00 Healing mod.: +16% A suit of armour made of metal plates. |
![]() radiant dwarven-steel plate armour of spell shielding (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Wil Changes resistances: +22% blight / +19% darkness / +8% arcane Spell save: +19 (+2 eff.) Light radius: +2 A suit of armour made of metal plates. |
![]() fearforged stralite plate armour of acid resistance (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +35% Changes stats: +9 Con Changes resistances: +27% acid / +13% fire / -18% light / +13% darkness Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) A suit of armour made of metal plates. |
![]() fearforged stralite plate armour of clarity (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +34% Changes stats: +9 Con Changes resistances: +13% darkness / +13% fire / +9% mind / -18% light Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +29 (+4 eff.) A suit of armour made of metal plates. |
![]() impenetrable stralite plate armour of delving (0 def, 30 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Fatigue: +22% Changes stats: +9 Str Changes resistances: +18% darkness / +11% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Poronor the Rainoath (0 def, 42 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +42 Fatigue: +22% Effects on melee hit: * 27% chance to slow global speed by 73% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +14% acid / +15% cold / +5% arcane / +20% temporal Changes resistances penetration: +10% temporal Allows you to breathe in: water Life regen: +8.00 Stamina each turn: +2.50 A suit of armour made of metal plates. |
![]() voratun plate armour 'Cindersaw' (0 def, 22 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Fatigue: +22% Changes stats: +6 Dex / +9 Wil Changes resistances: +15% acid / +27% darkness / +30% blight / +15% cold / +24% lightning / +6% fire Allows you to breathe in: water Critical mult.: +15.00% Equilibrium when hit: +0.16 Mental crit. chance: +3% Light radius: +2 A suit of armour made of metal plates. |
![]() voratun plate armour 'Weepstoker' (0 def, 26 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +13% Effects on melee hit: * 10% chance to slow global speed by 73% Changes resistances: +13% acid / +15% physical / +15% cold / +36% fire / +3% nature / +15% lightning Changes resistances penetration: +10% nature Changes damage: +15% blight / +9% fire / +12% arcane Talent cooldown: Rush (-5 turns) Physical save: +15 (+1 eff.) Disarm immunity: +33% Stun/Freeze immunity: +40% Knockback immunity: +38% Mana when firing critical spell: +2.69 Maximum vim: +10.00 A suit of armour made of metal plates. |
![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() grounding rough leather belt of recklessness Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances: +7% lightning / +7% temporal Critical mult.: +7.00% A belt that goes around your waist. |
![]() nightruned rough leather belt of burglary Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% light / +7% darkness Trap disarming bonus: +10 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
![]() monstrous hardened leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +18 (+4 eff.) Changes stats: +5 Str / +5 Con Physical save: +11 (+1 eff.) Spell save: +11 (+1 eff.) Size category: +2 A belt that goes around your waist. |
![]() Erelurim the Rainbreacher Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 46% * 20% chance to reduce all saves and defense by 44 Changes stats: +11 Wil / +11 Mag Changes resistances: +12% cold Changes resistances penetration: +25% cold Changes damage: +15% cold Critical mult.: +30.00% Spell crit. chance: +6% A belt that goes around your waist. |
![]() Rotstreaker Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances penetration: +15% nature Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +60 Mental save: +3 (+1 eff.) Vim when firing critical spell: +2.69 Spellpower on spell critical (stacks up to 3 times): +13 Maximum life: +121.00 Maximum mana: +136.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +39.00 Mental crit. chance: +3% Infravision radius: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
![]() battlemaster's kruk cloak of mindcraft (0 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Wil / +3 Cun / +2 Con Talent mastery: +0.30 Technique / Combat training Spell save: -14 (-1 eff.) Stamina each turn: +0.60 Mana each turn: -0.16 Mental crit. chance: +5% A stylish kruk-style cloak, to look awesome. |
![]() shadow kruk cloak of Eldoral (0 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Dex Changes resistances: +13% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +9 A stylish kruk-style cloak, to look awesome. |
![]() cashmere cloak of fog (9 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Changes resistances: +19% light / +19% fire Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() regal cashmere cloak of Iron Throne (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +4 Wil / +3 Con Mental save: +11 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick cashmere cloak of the Shaloren (2 def, 10 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +21% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Torchschism the elven-silk cloak (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 27% chance to reduce armor by 46% Damage when hit (Melee): 6 fire Changes stats: +8 Str / +7 Con Changes resistances: +6% acid / +9% temporal / +28% blight / +19% nature / +5% arcane Changes damage: +9% acid Life regen: +10.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() enveloping elven-silk cloak of Eldoral (17 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+4 eff.) Changes stats: +4 Cun / +4 Dex Physical save: +15 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Urthurain (6 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Defense: +6 (+1 eff.) Effects on melee hit: * 27 arcane resource burn Changes resistances: +18% light / +20% temporal Changes resistances penetration: +20% physical Reduces incoming crit damage: 20.18% Stamina each turn: +4.00 Maximum hate: +13.45 Infravision radius: +4 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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 24% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() insulating pair of rough leather boots of spellbinding (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes resistances: +7% cold / +7% fire Lowers spell cool-downs by: 10% A pair of boots made of leather. |
![]() insulating pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +7% cold / +7% fire Stamina each turn: +0.50 Maximum stamina: +16.00 A pair of boots made of leather. |
![]() stealthy pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +7 Lck / +4 Dex Stealth bonus: +7 Stamina each turn: +0.50 Maximum stamina: +16.00 A pair of boots made of leather. |
![]() Umbrarot (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +20 Mag Changes resistances: +12% lightning / +20% temporal / +9% nature / +9% darkness Changes damage: +12% darkness / +18% acid Maximum encumbrance: +29 Physical save: +10 (+1 eff.) Infravision radius: +4 A pair of boots made of leather. |
![]() blood-soaked pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 A pair of boots made of leather. |
![]() blood-soaked pair of hardened leather boots of strife (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Changes stats: +5 Wil / +5 Con Changes resistances penetration: +7% physical Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() fleetfooted pair of hardened leather boots (13 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+3 eff.) Changes stats: +10 Dex A pair of boots made of leather. |
![]() fleetfooted pair of hardened leather boots of tirelessness (13 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+3 eff.) Changes stats: +10 Dex Stamina each turn: +0.90 Maximum stamina: +28.00 A pair of boots made of leather. |
![]() restorative pair of hardened leather boots of tirelessness (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Life regen: +7.00 Stamina each turn: +0.90 Maximum stamina: +27.00 Healing mod.: +16% A pair of boots made of leather. |
![]() stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +11 Lck / +6 Dex Stealth bonus: +11 Stamina each turn: +0.90 Maximum stamina: +28.00 A pair of boots made of leather. |
![]() wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +4 Con Physical save: +15 (+1 eff.) Mental save: +18 (+2 eff.) Stamina each turn: +0.80 Maximum stamina: +24.00 A pair of boots made of leather. |
![]() Aresus the Coalusher (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 Effects on melee hit: * 27% chance to reduce damage dealt by 35% Damage when hit (Melee): 2 nature / 4 darkness Changes stats: +15 Lck / +8 Dex Changes resistances: +29% temporal / +39% darkness / +15% fire / +3% nature / +15% cold Changes resistances penetration: +23% darkness / +19% temporal Changes damage: +3% darkness / +15% fire Stealth bonus: +14 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +29% A pair of boots made of leather. |
![]() Fogstriker the pair of drakeskin leather boots (17 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 penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +17 (+4 eff.) Effects on melee hit: * 27% chance to reduce damage dealt by 35% Damage when hit (Melee): 8 arcane / 4 fire Changes stats: +2 Dex / +5 Mag / +4 Wil Reduces incoming crit damage: 20.18% Activating this item is instant. It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() insulating pair of drakeskin leather boots of rushing (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Str / +3 Con Changes resistances: +15% cold / +15% fire It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
![]() miner's pair of drakeskin leather boots of disengagement (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Changes stats: +4 Cun / +4 Dex Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 81% 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. A pair of boots made of leather. |
![]() pair of drakeskin leather boots of massiveness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +7 Str / +10 Con Changes damage: +9% physical Size category: +1 A pair of boots made of leather. |
![]() blood-soaked pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Stamina each turn: +0.50 Maximum stamina: +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() blood-soaked pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Stamina each turn: +0.50 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() invigorating pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Changes stats: +4 Str / +4 Con Stamina each turn: +0.70 Maximum life: +48.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
![]() pair of dwarven-steel boots of invasion (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +11% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Maximum encumbrance: +38 Physical save: +11 (+1 eff.) Movement speed: +25% 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 'Chillwither' (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil / +12 Cun / +6 Con Changes resistances: +3% cold / +12% temporal Changes resistances penetration: +30% temporal Changes damage: +6% temporal / +6% mind / +3% cold Physical save: +40 (+4 eff.) Spell save: +15 (+2 eff.) Mental save: +40 (+5 eff.) Silence immunity: +41% Confusion immunity: +46% Stun/Freeze immunity: +41% 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 'Squalorquench' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 2 nature Changes stats: +4 Str / +4 Con Changes resistances: +3% acid / +1% physical / +9% light / +9% cold / +6% darkness Changes resistances penetration: +5% blight / +30% physical Critical mult.: +15.00% Reduces incoming crit damage: 20.00% Physical save: +6 (+0 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
![]() pair of voratun boots of rushing (0 def, 5 armour) Requires: - 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 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
![]() traveler's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Maximum encumbrance: +47 Physical save: +15 (+1 eff.) Stamina each turn: +1.30 Maximum stamina: +35.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() wanderer's pair of voratun boots of rushing (0 def, 5 armour) Requires: - 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 / +6 Cun / +10 Con Physical save: +25 (+2 eff.) Mental save: +24 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
![]() heroic rough leather gloves (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +7 (+1 eff.) Maximum life: +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic rough leather gloves of dexterity (+3) (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +5 Changes stats: +3 Dex Mental save: +7 (+1 eff.) Maximum life: +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() polar rough leather gloves of the nighthunter (0 def, 1 armour) Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +1 Damage (Melee): 7 cold Changes stats: +2 Cun Changes resistances: +7% darkness / +6% cold Changes damage: +5% cold Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 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. |
![]() rough leather gloves of the juggernaut (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Physical save: +14 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring rough leather gloves of war-making (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +1 Effects when hit in melee: * 19 arcane resource burn Critical mult.: +7.00% Spell save: +11 (+1 eff.) Spell crit. chance: +8% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() stone warden's hardened leather gloves of the starseeker (0 def, 16 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +16 Armour Hardiness: +11% Changes stats: +4 Mag / +4 Cun / +11 Con Changes resistances: +9% physical / +8% light / +8% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 136.20 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Morningraider (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 15 lightning Changes resistances: +10% lightning / +21% light / +12% acid Changes resistances penetration: +30% light Changes damage: +11% lightning / +18% light / +21% fire / +12% mind / +33% acid Maximum hate: +12.00 Mindpower: +35 (+7 eff.) Light radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's drakeskin leather gloves (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's drakeskin leather gloves of dexterity (+5) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +3 Changes stats: +5 Str / +10 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves of the nighthunter (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +3 Changes stats: +6 Cun Changes resistances: +15% darkness Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 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. |
![]() heroic drakeskin leather gloves (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Mental save: +15 (+2 eff.) Maximum life: +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic drakeskin leather gloves of regeneration (0 def, 9 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Mental save: +15 (+2 eff.) Life regen: +4.20 Stamina each turn: +1.20 Psi each turn: +0.40 Maximum life: +70.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm drakeskin leather gloves of archery (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 12 lightning Changes stats: +9 Cun / +9 Dex Changes resistances: +10% lightning Changes damage: +11% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() restful iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects when hit in melee: * 19 arcane resource burn Spell save: +11 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +1 Fatigue: +1% Effects when hit in melee: * 18 arcane resource burn Changes stats: +3 Dex Spell save: +11 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic dwarven-steel gauntlets (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Fatigue: +3% Mental save: +11 (+2 eff.) Maximum life: +64.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 27 arcane resource burn Spell save: +17 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Ruthless Grip (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 3.0 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 45.20 mind and 45.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 32% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 31. Terrified: Deals 10.73 mind and 10.73 darkness damage per turn and increases cooldowns by 48%. Haunted: Causes the target to suffer 17.67 mind and 17.67 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() Tokalthodig the voratun gauntlets (5 def, 9 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +6 Physical power: +20 (+4 eff.) Armour: +9 Defense: +5 (+1 eff.) Fatigue: +5% Changes stats: +10 Str / +1 Dex / +4 Wil / +5 Con Changes resistances: +10% blight / +3% fire Talent mastery: +0.20 Technique / Grappling Spell save: +16 (+2 eff.) Disarm immunity: +30% Healing mod.: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's voratun gauntlets of regeneration (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+1 eff.) Life regen: +4.50 Stamina each turn: +1.30 Psi each turn: +0.40 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun / +6 Con Talent cooldown: Double Strike (-1 turn) Physical save: +45 (+5 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +48% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() corrosive voratun gauntlets of war-making (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +10.0% Armour: +3 Fatigue: +5% Damage (Melee): 15 acid Changes resistances: +10% acid Changes damage: +11% acid Critical mult.: +14.00% Spell crit. chance: +20% Mental crit. chance: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects when hit in melee: * 33 arcane resource burn Spell save: +18 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of dexterity (+6) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+5 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of regeneration (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Life regen: +5.10 Stamina each turn: +0.90 Psi each turn: +0.40 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of the verdant (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +20% blight / +20% darkness / +20% arcane Damage affinity(heal): +14% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +22 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() augmenting cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes damage: +11% acid / +8% cold / +11% fire / +11% arcane / +10% lightning A pointy cloth hat, very wizardly... |
![]() elven-silk wizard hat 'Windrace' (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 73% * 27% chance to reduce armor by 46% Changes resistances: +18% acid / +6% nature Changes resistances penetration: +15% acid Changes damage: +9% acid / +12% cold Life regen: +10.70 Psi each turn: +0.40 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Damage Shield Power: +26% A pointy cloth hat, very wizardly... |
![]() defender's rough leather cap (5 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: +1% Changes resistances: +3% all Physical save: +7 (+0 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
![]() miner's rough leather cap of sanctity (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances: +7% blight / +7% darkness Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Infravision radius: +2 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 while silencing and dealing 35 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 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 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 37.54 mind and 37.54 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 26. Terrified: Deals 9.19 mind and 9.19 darkness damage per turn and increases cooldowns by 40%. Haunted: Causes the target to suffer 14.73 mind and 14.73 darkness damage for each detrimental mental effect every turn. 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 its hollow eye sockets seem to stare back into you. |
![]() insulating hardened leather cap of constitution (+7) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Con Changes resistances: +11% cold / +11% fire Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
![]() iron helm of the bounder (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Str / +6 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 102.8 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Aletta's Diadem (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 254.16 mind damage and cripples the target's higher mental functions, reducing cunning by 20 and confusing (36% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() Helm of the Dominated (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+2 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() The Black Crown (0 def, 15 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() Frostshaper (0 def, 16 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +11 (+3 eff.) Armour: +16 Fatigue: +5% Changes stats: +19 Str / +7 Wil Changes resistances: +15% physical / +32% cold Changes resistances penetration: +5% physical Allows you to breathe in: water Physical save: +15 (+1 eff.) Only die when reaching: -40.00 life Maximum stamina: +20.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 102.8 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's voratun helm of strength (+10) (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes stats: +10 Str Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() voratun helm of knowledge (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun Maximum life: +48.00 Light radius: -7 Infravision 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. |
![]() Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes resistances: +3% all Spell save: +7 (+1 eff.) Light radius: -7 Infravision 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. |
![]() preserving brass lantern of focus Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con / +4 Wil Changes resistances: +7% blight Changes damage: +7% mind Life regen: +4.00 Light radius: +3 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. |
![]() scorching brass lantern of the moons Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +7% light / +6% fire Changes damage: +7% darkness Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 337.43 damage. The damage dealt will increase with your Spellpower. 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. |
![]() void-walker's alchemist's lamp of clarity Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% temporal / +8% cold Mental save: +11 (+2 eff.) Light radius: +4 See stealth: +17 See invisible: +17 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Gytira the Chargestreak Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% lightning / +6% darkness / +20% blight / +3% fire / +3% light Changes damage: +18% lightning / +6% darkness Mental save: +12 (+2 eff.) Life regen: +16.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +11% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() dwarven lantern 'Brandbreacher' Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes stats: +10 Cun / +7 Mag Changes resistances: +9% fire / +7% arcane / +6% cold Changes resistances penetration: +20% arcane / +15% fire Changes damage: +15% arcane / +21% fire Spellpower: +17 (+3 eff.) Light radius: -3 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 248.68 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 248.68 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +29.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +31.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() 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 Activation costs 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. |
![]() 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 Activation costs 202 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. |
![]() focusing dwarven-steel torque of clear mind [power 3] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() piercing stralite torque of gale force [power 350] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 536 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() innervating elm totem of stinging [power 128] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 196 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() evasive ash totem of healing [power 218] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() focusing yew totem of healing [power 320] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() focusing yew totem of stinging [power 320] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 490 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() cleansing elven-wood totem of thorny skin [power 69] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() elven-wood totem of stinging [power 434] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 665 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() warded yew wand of clairvoyance [power 12] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +5 acid / +5 mind / +5 nature / +4 darkness Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 12, power 40 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() extending elven-wood wand of shielding [power 434] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() innervating elven-wood wand of lightning storm [power 422] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 129 lightning damage and will be dazed for 1 turn (646 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 50% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Blazecrack the dragonbone wand of conjuration [power 475] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +7% arcane Changes resistances penetration: +15% mind Changes damage: +12% fire Psi when hit: +0.16 Hate when firing a critical mind attack: +6.00 Maximum hate: +4.00 It can be used to fire a magical bolt dealing 262 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Gain a 36% chance to evade weapon attacks for 2 turns. * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Splendourpride the dragonbone wand of shielding [power 560] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 27% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 4 light Changes resistances penetration: +15% temporal Changes damage: +9% blight / +12% temporal Light radius: +3 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Game1 the Thalore Berserker level 50
15th Dusk 122nd year of Ascendancy at 18:18 see stats
By Game1 the Thalore Berserker level 9
79th Pyre 122nd year of Ascendancy at 19:55 see stats
By Game1 the Thalore Berserker level 10
79th Pyre 122nd year of Ascendancy at 19:55 see stats
By Game1 the Thalore Berserker level 20
79th Pyre 122nd year of Ascendancy at 19:55 see stats
By Game1 the Thalore Berserker level 30
79th Pyre 122nd year of Ascendancy at 19:55 see stats
By Game1 the Thalore Berserker level 40
79th Pyre 122nd year of Ascendancy at 19:55 see stats
By Game1 the Thalore Berserker level 50
79th Pyre 122nd year of Ascendancy at 19:55 see stats
By Game1 the Thalore Berserker level 50
14th Dusk 122nd year of Ascendancy at 16:26 see stats
By Game1 the Thalore Berserker level 50
9th Dusk 122nd year of Ascendancy at 08:42 see stats
By Game1 the Thalore Berserker level 50
9th Dusk 122nd year of Ascendancy at 02:44 see stats
By Game1 the Thalore Berserker level 50
9th Dusk 122nd year of Ascendancy at 02:41 see stats
By Game1 the Thalore Berserker level 50
9th Dusk 122nd year of Ascendancy at 02:41 see stats
By Game1 the Thalore Berserker level 50
13rd Dusk 122nd year of Ascendancy at 12:10 see stats
By Game1 the Thalore Berserker level 50
10th Dusk 122nd year of Ascendancy at 13:06 see stats
By Game1 the Thalore Berserker level 50
9th Dusk 122nd year of Ascendancy at 02:41 see stats
By Game1 the Thalore Berserker level 4
74th Pyre 122nd year of Ascendancy at 21:15 see stats
By Game1 the Thalore Berserker level 2
74th Pyre 122nd year of Ascendancy at 13:44 see stats
Log
Game1 resists the knockback!
Poratta the gelatinous cube performs a melee critical strike against Game1!
Poratta the gelatinous cube performs a melee critical strike against Game1!
Game1 HEALS from physical damage!
Game1 HEALS from nature damage!
Game1 HEALS from mind damage!
Game1 HEALS from lightning damage!
Poratta the gelatinous cube hits Game1 for 3 mind, 4 healing, 16 lightning, 2 healing, 9 nature, 14 healing, 16 lightning, 2 healing (43 total damage) [22 healing].
Something hits Game1 for 573 physical, 26 healing (573 total damage) [26 healing].
Xiranor the gelatinous cube is not dazed anymore.
Xiranor the gelatinous cube's Beyond the Flesh performs a melee critical strike against Game1!
Game1 is cut deeply.
Game1 HEALS from physical damage!
Game1 HEALS from darkness damage!
Game1 HEALS from mind damage!
Game1 HEALS from lightning damage!
Xiranor the gelatinous cube's Beyond the Flesh hits Game1 for 107 physical, 4 healing, 4 lightning, 17 darkness, 1 healing, 4 mind, 108 physical, 4 healing, 33 lightning, 3 healing, 0 arcane (273 total damage) [13 healing].
Slime wall turns into slime floor.
Xiranor the gelatinous cube performs a melee critical strike against Game1!
Xiranor the gelatinous cube performs a melee critical strike against Game1!
Game1 HEALS from physical damage!
Game1 HEALS from lightning damage!
Game1 HEALS from darkness damage!
Game1 HEALS from nature damage!
Game1 HEALS from mind damage!
Xiranor the gelatinous cube hits Game1 for 185 nature, 4 lightning, 17 darkness, 4 mind, 108 physical, 33 lightning, 73 mind, 4 lightning, 17 darkness, 4 mind, 108 physical, 33 lightning (591 total damage).
Shadow hits Game1 for 10 physical damage.
Game1 resists the Gesture of Pain.
Xiranor the gelatinous cube performs a melee critical strike against Game1!
Saving game...