








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Escort Mastery Buff Addon 1.4.8Exponential 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
Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Items Vault 1.5.0Donators/Buyers bonus! Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Quick Drown NPCs AOE 1.5.10 SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 50 / 4321% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 28 on the 18th Regrowth 123rd year of Ascendancy at 19:29 / 1 |
Primary Stats
| Strength | 91 (base 58) |
| Dexterity | 96 (base 58) |
| Constitution | 98 (base 58) |
| Magic | 143 (base 58) |
| Willpower | 106 (base 58) |
| Cunning | 104 (base 58) |
Resources
| Mana | 441/441 |
| Equilibrium | 0 |
| Life | 17118/17118 |
| Psi | 176/176 |
| Stamina | 437/437 |
| Soul | 21/23 |
| Healing Factor | 1.4925373134329 |
| Regeneration | 709.0298507463 |
Speed
| Mental | +47.3% |
| Attack | +47.3% |
| Movement | +49% |
| Spell | +47.3% |
| Global | +247.2% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 9 |
| See Stealth | 190.78494759928 |
| See Invisible | 268.44528770015 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 201 |
| Accuracy | 76 |
| Crit Chance | 107% |
| APR | 22 |
| Speed | 0.68 |
Offense: Spell
| Spellpower | 223 |
| Crit Chance | 100% |
| Speed | 0.67888662593347 |
Offense: Mind
| Mindpower | 218 |
| Crit Chance | 97% |
| Speed | 0.67888662593347 |
Offense: Damage Bonus
| Acid | +22% |
| Blight | +36% |
| Arcane | +42% |
| Cold | +66% |
| All | +2% |
| Mind | +36% |
| Lightning | +21% |
| Light | +77% |
| Temporal | +5% |
| Physical | +17% |
| Darkness | +55% |
| Fire | +128% |
| Nature | +19% |
Offense: Damage Penetration
| Darkness | +50% |
| Temporal | +10% |
| Blight | +20% |
| Physical | +10% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 162.07 (90%) |
| Defense | 71 |
| Ranged Defense | 76 |
| Fatigue | 6 |
| Physical Save | 64 |
| Spell Save | 111 |
| Mental Save | 86 |
Defense: Resistances
| Acid | + 79%( 85%) |
| Physical | + 17%( 85%) |
| Cold | + 85%( 85%) |
| All | + 15%( 85%) |
| Darkness | + 40%( 85%) |
| Temporal | + 28%( 85%) |
| Lightning | + 85%( 85%) |
| Fire | + 85%( 85%) |
| Mind | + 6%( 85%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 45% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 815 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
| Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Nightfall | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Shades | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Necrotic minions | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Animus | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vile life | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Lucid Dreamer |
| talent | Keen Senses |
| talent | Frostdusk |
| talent | Daunting Presence |
| talent | Vampiric Gift |
| talent | Necrotic Aura |
| talent | Exploit Weakness |
| talent | Premonition |
| talent | Will o' the Wisp |
| talent | Chant of Resistance |
| beneficial effect | Stay put, increasing your armour and defense by 4. Shoes of Moving Slowly |
| beneficial effect | The target is surrounded by a magical shield, absorbing 815/815 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | Countering melee attacks: Has a 63% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's skin reacts to damage, granting 52 armour and 60% armour hardiness. Thorny Skin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by rattlesnake. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +1. | done |
You failed to protect the lost sun paladin from death by emperor wight. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Forgery of Haze (You_Look_Like_Mother). Escort: worried loremaster (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4543. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Shoes of Slowly Moving Quickly (0 def, 0 armour) =the_even_better_half=Requires: - Level 25 Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Pinning immunity: +600% Knockback immunity: +100% Spellpower: +5 (+0 eff.) Steampower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 4 Travel Speed: 400% of base Is: a nature gift and a mind power Description: Summons a tornado that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 270.83 lightning damage. When it reaches its target, it explodes in a radius of 3 for 466.96 lightning damage and 451.52 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 5 turns. The blast will ignore the talent user. The tornado will last for 4 turns, or until it reaches its target. Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! This object's appearance was changed to ???. |
| Quiver | 268 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
| Light source | Dairaldil =crit-M_20per=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +2% physical Changes resistances penetration: +10% physical Changes damage: +9% mind Critical mult.: +20.00% Mental save: +22 (+4 eff.) Blindness immunity: +45% Confusion immunity: +30% Maximum life: +61.00 Light radius: +10 See stealth: +47 See invisible: +45 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.2 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Infernostreak' (3 def, 0 armour) ===that's_it===Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +27 Mag / +7 Wil / +20 Con Changes resistances: +12% fire Changes resistances penetration: +20% blight / +10% temporal Changes damage: +6% blight / +6% fire / +40% arcane / +3% temporal Spellpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 7.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 31 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... This object's appearance was changed to Decayed Visage. |
| Tool | Obsidianrain of the Blightspawn [power 52] (11/12 cooldown) =lasts.to.100per=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects when hit in melee: * 28% chance to disease * 36% chance to inflict 15% damage reduction Changes damage: +9% darkness / +27% fire Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-2 turns) Talents granted: +1 Invoke Tentacle +6 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 52 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of the Dead =Thank You=Requires: - Level 25 Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. This item has been sent to the Item's Vault. |
| On fingers | Ring of the ArchlichRequires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+0 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. This item has been sent to the Item's Vault. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Staff of Bones (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+1 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. This item has been sent to the Item's Vault. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) =crit-M_50per=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Dusktitan of the Blightspawn (5 def, 0 armour) =worn_stats+=Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * 47% chance to disease * 50% chance to inflict 15% damage reduction Changes stats: +8 Str / +8 Mag / +8 Wil / +10 Con Changes resistances: +15% lightning / +15% cold / +15% temporal / +27% fire Changes damage: +19% lightning / +15% physical / +20% cold / +17% nature / +18% fire Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Mental save: +3 (+0 eff.) Poison immunity: +65% Disease immunity: +50% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Firewalker. |
| Cloak | spellcowled elven-silk cloak of backstabbing (3 def, 0 armour) =crit-M_30per=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +3 Wil Critical mult.: +30.00% Stealth bonus: +12 Spell save: +15 (+2 eff.) Maximum mana: +78.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
| Around neck | Shard of Insanity =deep_dark=Requires: - Level 15 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) It can be used to activate talent Inner Demons (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 45% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. This item has been sent to the Item's Vault. |
Inventory
Elixir of AvoidanceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your defense and ranged defense by six. A vial of opaque green fluid. |
Elixir of PrecisionInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your physical critical strike chance by 4%. A vial of chunky red fluid. |
Elixir of the FoxInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. |
Primal Infusion (affinity 20%; cure magical, physical, mental) =DX=Requires: - Level 15 Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 20% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. This item has been sent to the Item's Vault. |
manasurge rune of the duelist (1468% regen over 10 turns; 73 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1468% for 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (984% regen over 10 turns; 49 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 984% for 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1963% regen over 10 turns; 98 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1963% for 10 turns and instantly restoring 98 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1464% regen over 10 turns; 73 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1464% for 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1806% regen over 10 turns; 90 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1806% for 10 turns and instantly restoring 90 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1384% regen over 10 turns; 69 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1384% for 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1276% regen over 10 turns; 64 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1276% for 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1680% regen over 10 turns; 84 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1680% for 10 turns and instantly restoring 84 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1615% regen over 10 turns; 81 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1615% for 10 turns and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 16; power 52; dur 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 52%, your defense is increased by 52 and all your resistances by 52%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the duelist (range 19; power 46; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the duelist (range 14; power 36; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the duelist (range 19; power 49; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the duelist (range 13; power 37; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the duelist (range 18; power 54; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 54%, your defense is increased by 54 and all your resistances by 54%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the psychic (range 16; power 48; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the psychic (range 15; power 40; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the psychic (range 15; power 41; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the psychic (range 13; power 37; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the psychic (range 13; power 39; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the psychic (range 17; power 57; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 57%, your defense is increased by 57 and all your resistances by 57%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the sneak (range 13; power 37; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the sneak (range 17; power 49; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the sneak (range 19; power 45; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the sneak (range 12; power 39; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the sneak (range 16; power 45; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the sneak (range 17; power 43; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the warrior (range 12; power 40; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the warrior (range 15; power 47; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the warrior (range 18; power 49; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the wizard (range 23; power 67; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 67%, your defense is increased by 67 and all your resistances by 67%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the wizard (range 20; power 56; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the duelist (range 190)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 190 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 164)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 164 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 193)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 193 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 169)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 169 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 154)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 154 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 147)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 147 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 158)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 158 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 140)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 140 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 148)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 148 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 224)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 224 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 239)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 239 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 221)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 221 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 163)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 163 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 188)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 188 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 227)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 227 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 215)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 215 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 815 for 5 turns) =DX=Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 815 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. This item has been sent to the Item's Vault. Press to compare to your current inscriptions |
Rune of the Rift (574.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Inflicts 602.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (574.00 temporal damage, removed from time 4 turns) =DX=Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Inflicts 602.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
invisibility rune of the psychic (power 18 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 19 for 11 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 19) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 20 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 20) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 21 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 21) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 20 for 12 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 20) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 19 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 19) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 22 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 22) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 19 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 19) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 18 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 20 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 20) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 21 for 11 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 21) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 18 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 22 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 22) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 23 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 23) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 23 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 23) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
TymalakanInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% lightning / +6% cold / +5% arcane / +12% temporal Pinning immunity: +21% Knockback immunity: +21% Teleport immunity: +20% Healing mod.: +5% Amulets can have magical properties. |
a necklace with fangsPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
ScabfuryCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +20% darkness Changes resistances penetration: +20% nature Changes damage: +24% nature / +6% physical Combat speed: +10% Amulets can have magical properties. |
The Black Core =bl-im_100per=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
TorchkillerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +4 Con Changes resistances: +12% darkness / +24% fire Changes resistances penetration: +20% darkness / +25% fire Changes damage: +12% fire Physical save: +11 (+3 eff.) Life regen: +1.60 Maximum life: +46.00 Amulets can have magical properties. |
Unroyaromirain the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +30% arcane / +30% temporal Physical save: +14 (+4 eff.) Spell save: +16 (+2 eff.) Mental save: +16 (+3 eff.) Amulets can have magical properties. |
Beraroddavon the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +9% lightning / +6% temporal / +22% light / +19% darkness Physical save: +30 (+8 eff.) Blindness immunity: +34% Disease immunity: +35% Confusion immunity: +35% Amulets can have magical properties. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+0 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Glorolelaith the ShockwendInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +10 Dex / +7 Con Changes resistances: +22% lightning Changes damage: +9% fire Stun/Freeze immunity: +38% Amulets can have magical properties. |
Seargrit the gold amulet =11111=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +13 (+3 eff.) Changes stats: +13 Lck Changes resistances: +9% acid Changes resistances penetration: +15% acid / +10% fire Changes damage: +9% acid / +30% fire Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
Xanuriatha the JetveinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 fire Changes stats: +4 Mag Changes resistances: +15% mind Changes resistances penetration: +10% darkness Changes damage: +7% temporal / +7% light / +7% physical / +30% mind / +16% darkness Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Yvenn the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 16 mind Changes stats: +10 Str / +7 Wil Physical save: +9 (+2 eff.) Healing mod.: +15% Amulets can have magical properties. |
cleansing gold amulet of mastery (0.28 Spell / Nightfall)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% nature / +12% blight Talent mastery: +0.28 Spell / Nightfall Poison immunity: +25% Disease immunity: +24% Amulets can have magical properties. |
gold amulet 'Boltquench'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Str / +8 Dex / +12 Wil / +10 Cun Changes resistances penetration: +15% arcane Changes damage: +9% lightning Hate when firing a critical mind attack: +3.00 Mindpower: +10 (+1 eff.) Amulets can have magical properties. |
gold amulet 'Byyon'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -12% Effects on melee hit: * 24 arcane resource burn Changes stats: +7 Cun / +4 Mag Changes resistances: +6% arcane Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Infravision radius: +3 See invisible: +15 Amulets can have magical properties. |
gold amulet 'Layuvena' =last_worn=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +9 Defense: +18 (+5 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +3% physical / +12% nature / +9% light Changes resistances cap: +5% all Physical save: +18 (+5 eff.) Cut immunity: +25% Pinning immunity: +15% Teleport immunity: +15% Amulets can have magical properties. |
gold amulet 'Xerodathra'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +5 Mag Changes resistances: +15% mind / +12% blight Changes resistances penetration: +25% blight / +20% mind Changes damage: +18% blight Amulets can have magical properties. |
gold amulet 'Yarurogund'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% darkness Talent mastery: +0.27 Wild-gift / Harmony Spell save: +18 (+3 eff.) Blindness immunity: +15% Silence immunity: +10% Confusion immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +10% Amulets can have magical properties. |
gold amulet 'Zanegar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Grants telepathy: Humanoid/Orc Critical mult.: +30.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Mindpower: +10 (+1 eff.) Amulets can have magical properties. |
gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +60% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 737 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes damage: +9% blight / +8% fire Critical mult.: +14.00% Spellpower: +10 (+1 eff.) Amulets can have magical properties. |
grounding gold amulet of mastery (0.22 Cunning / Tactical)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.22 Cunning / Tactical Stun/Freeze immunity: +29% Amulets can have magical properties. |
insulating gold amulet of cunning (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Cun Changes resistances: +15% fire / +13% cold Amulets can have magical properties. |
restful gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Blindness immunity: +16% Life regen: +1.80 Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
starseer's gold amulet of magic (+7)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Mag Changes damage: +6% light / +5% temporal / +6% darkness / +5% physical Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Kindlebore the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 36% chance to blind Damage (Melee): 13 light / 13 darkness Effects when hit in melee: * 13% chance to blind * 13% chance to inflict 15% damage reduction Damage when hit (Melee): 12 light Changes stats: +3 Mag Changes damage: +12% blight / +20% light / +13% darkness Mana each turn: +0.16 Mana when firing critical spell: +2.00 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Amulets can have magical properties. |
KindlejeerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +18 (+5 eff.) Armour: +9 Effects on melee hit: * 30% chance to disease Changes stats: +13 Str / +9 Dex / +9 Wil Changes damage: +30% blight Spellpower on spell critical (stacks up to 3 times): +16 Spell crit. chance: +4% Light radius: +4 Amulets can have magical properties. |
Xobretira the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +10 Mag Changes resistances: +26% light / +24% darkness Changes damage: +15% arcane Critical mult.: +15.00% Spell save: +40 (+6 eff.) Blindness immunity: +44% Maximum mana: +100.00 Maximum vim: +80.00 Spellpower: +10 (+1 eff.) Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
archmage's stralite amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +18 Changes stats: +5 Mag Changes damage: +8% acid / +8% fire / +7% cold / +8% lightning Critical mult.: +17.00% Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
insulating stralite amulet of mastery (0.34 Psionic / Dreaming)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% fire / +18% cold Talent mastery: +0.34 Psionic / Dreaming Amulets can have magical properties. |
insulating stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +24% fire / +23% cold Blindness immunity: +34% Infravision radius: +9 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
mindweaver's stralite amulet of cunning (+8)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Cun / +5 Wil Mental save: +13 (+2 eff.) Confusion immunity: +22% Mindpower: +13 (+1 eff.) Amulets can have magical properties. |
restful stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Teleport immunity: +50% Life regen: +3.80 It can be used to teleport you randomly (rad 49), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
restful stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage (Melee): 13 light / 12 darkness Effects when hit in melee: * 13% chance to inflict 15% damage reduction * 13% chance to blind Changes damage: +13% light / +13% darkness Life regen: +1.50 Amulets can have magical properties. |
savior's stralite amulet of mastery (0.30 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent mastery: +0.30 Technique / Combat training Physical save: +21 (+5 eff.) Spell save: +20 (+3 eff.) Mental save: +21 (+4 eff.) Amulets can have magical properties. |
serendipitous stralite amulet of willpower (+13)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +13 (+3 eff.) Changes stats: +13 Lck / +8 Wil Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
starseer's stralite amulet of mastery (0.34 Spell / Staff combat)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +7% darkness / +8% temporal / +8% light / +7% physical Talent mastery: +0.34 Spell / Staff combat Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet 'Dusksear'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 20 darkness / 12 lightning Changes resistances: +9% lightning / +26% temporal / +12% darkness Changes resistances penetration: +15% darkness Changes damage: +24% lightning / +21% fire / +33% darkness Pinning immunity: +39% Knockback immunity: +44% Amulets can have magical properties. |
stralite amulet 'Urthugas'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +4 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +20% blight Changes damage: +12% blight / +9% physical Disease immunity: +30% Pinning immunity: +15% Only die when reaching: -80.00 life Combat speed: +10% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Amulets can have magical properties. |
stralite amulet of perfection (0.34 Cunning / Tactical,0.34 Spell / Staff combat)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.34 Cunning / Tactical +0.34 Spell / Staff combat Amulets can have magical properties. |
stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +11% blight / +12% fire Critical mult.: +15.00% Spellpower: +13 (+1 eff.) Amulets can have magical properties. |
vitalizing stralite amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con / +5 Mag Physical save: +17 (+4 eff.) Life regen: +1.80 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +5 Maximum life: +68.00 Maximum mana: +52.00 Amulets can have magical properties. |
warmaker's stralite amulet of perfection (0.34 Spell / Conveyance,0.34 Spell / Necrotic minions)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +9 Dex / +6 Wil Talent masteries: +0.34 Spell / Conveyance +0.34 Spell / Necrotic minions Amulets can have magical properties. |
warrior's stralite amulet of dexterity (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Dex Changes resistances: +10% physical Stamina each turn: +0.60 Amulets can have magical properties. |
Cutholatharin the Bleakbloom =s-nest=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 mind Changes stats: +1 Str / +2 Cun / +17 Con Changes resistances: +9% darkness Reduces incoming crit damage: 5.00% Blindness immunity: +74% Infravision radius: +21 Sight radius: +4 See invisible: +30 Amulets can have magical properties. |
EariranInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 12 arcane Changes stats: +10 Con Changes resistances: +15% blight Changes damage: +6% arcane Maximum stamina: +35.00 Mindpower: +10 (+1 eff.) Healing mod.: +15% Amulets can have magical properties. |
Glawen =s-nest=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+4 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -10% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 13% chance to inflict 15% damage reduction Damage when hit (Melee): 8 blight Changes stats: +10 Dex / +3 Wil / +10 Cun / +10 Con Changes resistances cap: +7% all Changes damage: +13% light / +14% darkness Critical mult.: +10.00% Physical save: +27 (+7 eff.) Mental save: +30 (+6 eff.) Blindness immunity: +5% Life regen: +1.40 Stamina each turn: +1.50 Mana when firing critical spell: +3.00 Maximum psi: +40.00 Movement speed: +10% Amulets can have magical properties. |
Halogrim the PrismvengeanceInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +20 (+5 eff.) Effects on melee hit: * 26 arcane resource burn Damage when hit (Melee): 8 mind Changes stats: +20 Lck / +6 Con Changes resistances: +6% lightning / +6% cold / +30% light / +26% darkness Changes resistances penetration: +15% fire Changes damage: +6% mind Physical save: +19 (+5 eff.) Blindness immunity: +38% Life regen: +2.00 Maximum life: +69.00 Light radius: +4 Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
grounding voratun amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +26% lightning Stun/Freeze immunity: +39% Mana each turn: +0.59 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +58.00 Amulets can have magical properties. |
serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +20 (+5 eff.) Changes stats: +18 Lck Blindness immunity: +37% Infravision radius: +10 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
vitalizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +20 (+5 eff.) Life regen: +2.30 Maximum life: +72.00 Amulets can have magical properties. |
vitalizing voratun amulet of mastery (0.40 Wild-gift / Harmony)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Talent mastery: +0.40 Wild-gift / Harmony Physical save: +20 (+5 eff.) Life regen: +2.30 Maximum life: +62.00 Amulets can have magical properties. |
vitalizing voratun amulet of willpower (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil / +6 Con Physical save: +19 (+5 eff.) Life regen: +3.00 Maximum life: +80.00 Amulets can have magical properties. |
voratun amulet 'Cleanseidol'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +20 Physical power: +4 (+1 eff.) Armour: +4 Damage when hit (Melee): 16 physical Changes stats: +3 Wil / +10 Con Changes resistances penetration: +10% nature Changes damage: +21% nature Critical mult.: +16.00% Physical save: +30 (+8 eff.) Spell save: +25 (+4 eff.) Mental save: +22 (+4 eff.) Amulets can have magical properties. |
voratun amulet 'Ebonygore'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 8 arcane Changes stats: +2 Str / +2 Mag / +2 Cun Changes resistances penetration: +10% darkness Grants telepathy: Humanoid/Orc All Life regen: +4.20 Amulets can have magical properties. |
voratun amulet 'Lightspiker'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Effects on melee hit: * 45% chance to blind Changes stats: +5 Str / +3 Wil Changes resistances: +6% light Changes damage: +21% physical Talent mastery: +0.39 Spell / Animus Physical save: +30 (+8 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +70.00 Mindpower: +6 (+0 eff.) Light radius: +2 Amulets can have magical properties. |
warrior's voratun amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 14 light / 14 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 13% chance to blind Changes resistances: +12% physical Changes damage: +12% light / +11% darkness Stamina each turn: +1.10 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Emeloriata the copper ring =giat=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +22% nature / +6% mind Changes damage: +11% nature / +12% acid Rings can have magical properties. |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+0 eff.) Rings can have magical properties. |
ArcsearInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to daze at end of turn Changes resistances: +15% lightning / +22% cold / +6% light Changes resistances penetration: +10% light Changes damage: +6% light / +11% cold Rings can have magical properties. |
CyritaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 mind / 12 blight Changes resistances: +29% blight Changes resistances penetration: +25% mind Changes damage: +32% blight / +6% mind Rings can have magical properties. |
Darkstoker the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +2 Wil / +4 Cun Changes resistances: +12% darkness Changes resistances penetration: +15% arcane Changes damage: +15% blight Spell save: +30 (+5 eff.) Maximum mana: +80.00 Spellpower: +8 (+0 eff.) Damage Shield penetration: +20% Rings can have magical properties. |
Magmarend =nice=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +12% darkness / +6% blight / +28% fire / +6% lightning / +6% cold Changes resistances penetration: +10% fire Changes damage: +32% fire Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 141 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Rhodrayon the steel ring =11111=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +5 Cun / +5 Wil Spell save: +6 (+1 eff.) Blindness immunity: +20% Mindpower: +7 (+0 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Vorakira the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Dex / +7 Mag / +2 Con Changes resistances: +24% nature Changes damage: +12% nature Light radius: +2 Infravision radius: +3 Rings can have magical properties. |
Zubemibeth the MorningusherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Dex / +7 Cun Changes resistances penetration: +10% light Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +31% Life regen: +2.40 Infravision radius: +3 See invisible: +24 Rings can have magical properties. |
psionicist's steel ring of blight (+10%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% blight Changes damage: +10% blight Mental save: +6 (+1 eff.) Rings can have magical properties. |
psionicist's steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +12 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
solipsist's steel ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +0.90 Maximum life: +53.00 Mindpower: +9 (+1 eff.) Healing mod.: +15% Rings can have magical properties. |
steel ring 'Aerelradathra' =11111=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +9 Mag Grants telepathy: Humanoid/Orc Spell save: +8 (+1 eff.) Disarm immunity: +23% Pinning immunity: +25% Knockback immunity: +20% Maximum life: +22.00 Spellpower: +7 (+0 eff.) Mindpower: +6 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
steel ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
BaledirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +22 Changes stats: +7 Str Changes resistances: +12% acid / +3% physical / +9% temporal Cut immunity: +15% Silence immunity: +25% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Chalyneg the LightwellCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Damage when hit (Melee): 12 light Changes stats: +7 Dex Changes resistances: +6% blight / +12% nature / +9% light Changes damage: +15% light / +12% acid Spell save: +26 (+4 eff.) Rings can have magical properties. |
DazzlekissInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 31% chance to blind * 30% chance to inflict 15% damage reduction Changes resistances: +18% light Changes resistances penetration: +26% darkness / +15% light Mental save: +11 (+2 eff.) Confusion immunity: +38% Light radius: +3 Rings can have magical properties. |
Delidin the DazzlewedgeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Changes stats: +8 Str / +7 Con Changes resistances: +6% light / +9% temporal Changes damage: +15% temporal Light radius: +2 Rings can have magical properties. |
EmeluthaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con / +7 Wil Changes resistances: +6% light / +12% darkness Changes resistances penetration: +15% mind Critical mult.: +25.00% Reduces incoming crit damage: 20.00% Spell save: +9 (+1 eff.) Mental save: +44 (+9 eff.) Psi when hit: +0.20 Mental crit. chance: +2% Light radius: +2 Infravision radius: +2 Rings can have magical properties. |
Heatmark the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +12 Changes resistances: +9% lightning / +9% cold / +18% nature Changes resistances penetration: +20% fire Changes damage: +7% all Reduces incoming crit damage: 19.00% Spell save: +39 (+6 eff.) Spellpower: +11 (+1 eff.) Mindpower: +14 (+1 eff.) Rings can have magical properties. |
KilnloreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +15% mind Changes resistances penetration: +20% fire Changes damage: +15% mind / +9% fire Rings can have magical properties. |
KyndurCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +2 Con Changes resistances: +4% physical Changes resistances penetration: +25% physical Changes damage: +6% physical Physical save: +14 (+4 eff.) Spell save: +11 (+1 eff.) Mental save: +9 (+2 eff.) Rings can have magical properties. |
RavenparryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +3 Str / +5 Dex / +11 Mag / +4 Cun Changes resistances penetration: +25% darkness Changes damage: +30% darkness / +9% temporal Spell save: +14 (+2 eff.) Rings can have magical properties. |
RotsteelInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil / +7 Con Changes damage: +6% mind Physical save: +14 (+4 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +6% See invisible: +21 Rings can have magical properties. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +0% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
conjurer's gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 21% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 22% chance to blind Damage (Ranged): 31 light Changes stats: +4 Mag / +6 Wil Spellpower: +9 (+0 eff.) Rings can have magical properties. |
gold ring 'Beluldil'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +4 Con Changes resistances: +15% mind / +3% physical Changes damage: +9% mind / +9% physical Disarm immunity: +38% Pinning immunity: +36% Knockback immunity: +38% Maximum life: +38.00 Maximum stamina: +35.00 Rings can have magical properties. |
gold ring 'Gloryldavena'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% nature / +10% blight Changes damage: +9% acid Critical mult.: +25.00% Mental save: +12 (+2 eff.) Poison immunity: +22% Disease immunity: +22% Psi when hit: +0.08 Maximum hate: +2.00 Rings can have magical properties. |
gold ring 'Issorentir'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Str / +3 Mag / +4 Wil / +8 Con Mental save: +11 (+2 eff.) Confusion immunity: +38% Light radius: +3 Infravision radius: +3 See invisible: +12 Rings can have magical properties. |
gold ring 'Koraharafang'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +2 Cun / +2 Con Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +38% Life regen: +3.20 Mindpower: +10 (+1 eff.) Mental crit. chance: +2% See invisible: +9 Rings can have magical properties. |
gold ring of light (+32%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +32% light Changes damage: +16% light Rings can have magical properties. |
gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +13 Defense: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
painweaver's gold ring of light (+32%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +32% light Changes damage: +16% light / +7% all Spellpower: +14 (+1 eff.) Mindpower: +14 (+1 eff.) Rings can have magical properties. |
psionicist's gold ring of light (+30%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +30% light Changes damage: +15% light Mental save: +12 (+2 eff.) Rings can have magical properties. |
savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +15 (+2 eff.) Life regen: +1.10 Maximum life: +53.00 Maximum stamina: +20.00 Healing mod.: +15% Rings can have magical properties. |
savior's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +8 (+2 eff.) Physical save: +14 (+4 eff.) Spell save: +13 (+2 eff.) Mental save: +11 (+2 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
solipsist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +7 Wil Life regen: +1.40 Maximum life: +64.00 Mindpower: +8 (+1 eff.) Healing mod.: +21% Rings can have magical properties. |
warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Rings can have magical properties. |
wizard's gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 22% chance to blind Damage (Ranged): 28 light Changes stats: +5 Mag Spell save: +10 (+1 eff.) Rings can have magical properties. |
Baraldir the Lightningstake =giat_asap=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +6 Damage when hit (Melee): 20 lightning Changes stats: +8 Cun / +8 Wil Changes resistances: +5% arcane Changes damage: +12% physical Life regen: +0.80 Mindpower: +13 (+1 eff.) Healing mod.: +20% Rings can have magical properties. |
Baredrandur the RavenschismInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Dex / +9 Wil / +8 Cun Changes resistances: +6% darkness / +5% arcane Changes damage: +3% arcane Mental save: +18 (+3 eff.) Life regen: +1.10 Maximum life: +65.00 Healing mod.: +26% Rings can have magical properties. |
Bloodcaller =ring=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Earthenvy the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature / 8 fire Changes stats: +9 Cun / +9 Dex Changes resistances penetration: +10% arcane / +15% fire Changes damage: +6% nature / +21% arcane Physical save: +14 (+4 eff.) Spell save: +14 (+2 eff.) Mental save: +15 (+3 eff.) Life regen: +1.70 Maximum life: +88.00 Healing mod.: +19% Rings can have magical properties. |
FlashweeperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 lightning / 12 fire Changes stats: +3 Cun / +4 Wil Changes resistances: +36% lightning Changes resistances penetration: +15% lightning / +30% fire Changes damage: +18% lightning Mental save: +40 (+8 eff.) Psi when hit: +0.12 Maximum hate: +4.00 Mental crit. chance: +4% Rings can have magical properties. |
Glylrata the CloudmasterInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 8 arcane / 16 lightning Changes resistances: +58% lightning / +9% fire / +6% arcane Changes resistances penetration: +15% lightning / +10% fire Changes damage: +26% lightning Rings can have magical properties. |
Ring of Lost Love =soulless_surrender=Requires: - Level 25 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" This item has been sent to the Item's Vault. |
Searwinnow the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +12 Dex Changes damage: +9% fire Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +5.00 Infravision radius: +3 See invisible: +30 Rings can have magical properties. |
Shinesweep the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 47% chance to corrode armour by 30% * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 24 temporal / 16 fire Changes resistances: +12% light Changes resistances penetration: +20% light Spellpower: +9 (+0 eff.) Mindpower: +13 (+1 eff.) Light radius: +3 Defense after a teleport: +23 Resist all after a teleport: +23% New effects duration reduction after a teleport: +23% Rings can have magical properties. |
Unrisin the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% cold Changes damage: +27% arcane / +18% cold Mana each turn: +0.28 Mana when firing critical spell: +5.00 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Rings can have magical properties. |
conjurer's stralite ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +8 Wil Stun/Freeze immunity: +44% Life regen: +4.00 Spellpower: +11 (+1 eff.) Rings can have magical properties. |
conjurer's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +8 Mag / +8 Wil Spellpower: +13 (+1 eff.) Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
marksman's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +9 Dex Life regen: +1.20 Maximum life: +73.00 Healing mod.: +26% Rings can have magical properties. |
painweaver's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +6 Cun Changes damage: +8% all Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +15 (+1 eff.) Mindpower: +17 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
pixie's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +12 (+3 eff.) Changes stats: +6 Cun / +6 Mag Spellpower: +13 (+1 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
psionicist's stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Wil Mental save: +31 (+6 eff.) Confusion immunity: +44% Rings can have magical properties. |
rogue's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+5 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 44 light Changes stats: +9 Cun Rings can have magical properties. |
savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Spell save: +14 (+2 eff.) Maximum stamina: +34.00 Rings can have magical properties. |
savage's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Spell save: +16 (+2 eff.) Stun/Freeze immunity: +40% Life regen: +4.00 Maximum stamina: +34.00 Rings can have magical properties. |
solipsist's stralite ring of nature (+36%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +8 Wil Changes resistances: +36% nature Changes damage: +18% nature Mindpower: +9 (+1 eff.) Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Prismbrace'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 37% chance to blind * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 24 light Changes resistances: +6% arcane Changes damage: +18% temporal / +9% light / +24% arcane Maximum encumbrance: +33 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.70 Maximum life: +88.00 Healing mod.: +26% Rings can have magical properties. |
stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +15 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +15 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +16% acid / +17% fire / +18% lightning / +24% cold Rings can have magical properties. |
titan's stralite ring of wardingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +22% acid / +23% fire / +26% lightning / +21% cold Physical save: +18 (+5 eff.) Rings can have magical properties. |
treant's stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +13% nature / +13% blight Poison immunity: +26% Disease immunity: +26% Rings can have magical properties. |
treant's stralite ring of corrosion (+13%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +13% blight / +13% nature / +34% acid Changes damage: +17% acid Poison immunity: +22% Disease immunity: +26% Rings can have magical properties. |
treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +12% blight Poison immunity: +26% Disease immunity: +26% Life regen: +1.70 Maximum life: +88.00 Healing mod.: +26% Rings can have magical properties. |
treant's stralite ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +10% nature / +9% blight Poison immunity: +22% Disease immunity: +23% Disarm immunity: +40% Pinning immunity: +39% Knockback immunity: +39% Maximum life: +40.00 Rings can have magical properties. |
warrior's stralite ring of light (+34%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +9 Str Changes resistances: +34% light Changes damage: +17% light Rings can have magical properties. |
Arcquarry the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes resistances: +78% lightning Changes resistances penetration: +15% lightning Changes damage: +20% lightning Physical save: +38 (+10 eff.) Only die when reaching: -60.00 life Rings can have magical properties. |
Barundur the voratun ring =18_Wil=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +18 Wil / +7 Cun Changes resistances: +9% nature Critical mult.: +15.00% Mental save: +10 (+2 eff.) Silence immunity: +20% Stun/Freeze immunity: +50% Life regen: +3.60 Only die when reaching: -40.00 life Spellpower: +12 (+1 eff.) Mindpower: +15 (+1 eff.) Rings can have magical properties. |
Charach the EbonylashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 16 darkness / 16 blight Changes resistances: +15% fire Changes resistances penetration: +15% blight / +25% temporal / +39% darkness Changes damage: +12% darkness / +27% temporal Maximum encumbrance: +40 Defense after a teleport: +23 Resist all after a teleport: +23% New effects duration reduction after a teleport: +23% Rings can have magical properties. |
Cyrogavea the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +34% light / +15% temporal Changes resistances penetration: +15% acid / +25% temporal Changes damage: +12% acid / +15% temporal / +17% light Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings can have magical properties. |
GalequenchPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes stats: +8 Mag / +8 Cun / +6 Con Changes resistances: +3% darkness Physical save: +40 (+10 eff.) Spell save: +20 (+3 eff.) Blindness immunity: +48% Life regen: +1.00 Mana each turn: +0.08 Vim when firing critical spell: +6.00 Maximum mana: +60.00 Maximum stamina: +39.00 Maximum vim: +10.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +2% Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Glittersin =hm_30per=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Fatigue: -4% Effects on melee hit: * Slows global speed by 45% Changes stats: +10 Str / +5 Dex / +3 Wil / +2 Con Changes resistances: +15% blight / +13% nature / +7% arcane Changes resistances penetration: +10% light Spell save: +47 (+7 eff.) Poison immunity: +29% Disease immunity: +30% Life regen: +2.00 Maximum life: +100.00 Light radius: +3 Healing mod.: +30% Rings can have magical properties. |
Meharamnir the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Damage when hit (Melee): 12 mind Changes stats: +10 Str / +8 Dex / +3 Wil / +2 Cun / +4 Con Changes damage: +18% mind Light radius: +3 Infravision radius: +3 Rings can have magical properties. |
Porossra the voratun ring =stats=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +1 Str / +10 Dex / +5 Mag / +11 Cun / +6 Con Changes resistances: +40% nature Changes damage: +20% nature Critical mult.: +3.00% Reduces incoming crit damage: 19.00% Spell save: +20 (+3 eff.) Life regen: +0.60 Maximum stamina: +34.00 Rings can have magical properties. |
Sewertide the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +8 Cun Changes resistances: +10% blight / +3% temporal / +15% nature / +2% physical Changes resistances penetration: +5% nature Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Spell save: +10 (+1 eff.) Blindness immunity: +20% Poison immunity: +26% Disease immunity: +29% Silence immunity: +15% Stun/Freeze immunity: +50% Knockback immunity: +25% Life regen: +4.80 Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 762.26 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xanema =s-nest=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +10 Str / +8 Wil / +8 Cun / +10 Con Changes resistances: +6% arcane / +3% blight Critical mult.: +20.00% Spell save: +20 (+3 eff.) Silence immunity: +42% Mana each turn: +0.40 Mana when firing critical spell: +1.00 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spellpower: +2 (+0 eff.) Mindpower: +15 (+1 eff.) Rings can have magical properties. |
Yariyon the CarrionbrazeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * Slows global speed by 48% Damage when hit (Melee): 16 nature / 32 acid Changes stats: +10 Cun / +15 Dex Changes resistances: +18% lightning / +9% cold Reduces incoming crit damage: 20.00% Mental save: +12 (+2 eff.) Blindness immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Rings can have magical properties. |
gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +10 Str / +9 Con Rings can have magical properties. |
painweaver's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 50 light Changes damage: +8% all Spellpower: +19 (+1 eff.) Mindpower: +20 (+2 eff.) Rings can have magical properties. |
painweaver's voratun ring of fire (+38%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Changes resistances: +38% fire Changes damage: +19% fire / +7% all Spellpower: +19 (+1 eff.) Mindpower: +18 (+1 eff.) Rings can have magical properties. |
psionicist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Mental save: +18 (+3 eff.) Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
savage's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 48 light Changes stats: +6 Con Spell save: +20 (+3 eff.) Maximum stamina: +31.00 Rings can have magical properties. |
savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +20 (+3 eff.) Life regen: +1.70 Maximum life: +82.00 Maximum stamina: +37.00 Healing mod.: +29% Rings can have magical properties. |
savage's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +8 Cun / +6 Con Spell save: +19 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +31.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
sneakthief's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +9 Cun / +10 Dex Rings can have magical properties. |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +10 Cun / +10 Dex Life regen: +2.00 Maximum life: +63.00 Healing mod.: +30% Rings can have magical properties. |
solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Mindpower: +15 (+1 eff.) Rings can have magical properties. |
solipsist's voratun ring of blinding strikes =ok=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 50 light Changes stats: +8 Cun / +8 Wil Mindpower: +13 (+1 eff.) Rings can have magical properties. |
solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Life regen: +1.80 Maximum life: +97.00 Mindpower: +14 (+1 eff.) Healing mod.: +30% Rings can have magical properties. |
solipsist's voratun ring of life =nice=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +8 Wil Life regen: +1.70 Maximum life: +99.00 Mindpower: +7 (+0 eff.) Healing mod.: +30% Rings can have magical properties. |
solipsist's voratun ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +15 Defense: +17 (+4 eff.) Changes stats: +8 Cun / +7 Wil Mindpower: +15 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
treant's voratun ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature / +14% blight Poison immunity: +30% Disease immunity: +28% Disarm immunity: +50% Pinning immunity: +41% Knockback immunity: +50% Maximum life: +50.00 Rings can have magical properties. |
voratun ring 'Falurig'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Armour: +8 Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Changes resistances: +15% acid Changes resistances penetration: +15% mind Critical mult.: +15.00% Blindness immunity: +47% Maximum stamina: +20.00 Maximum hate: +8.00 Maximum psi: +40.00 Infravision radius: +6 See stealth: +25 See invisible: +21 Rings can have magical properties. |
voratun ring 'Rainraven'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Changes resistances: +15% light / +9% fire / +6% arcane / +12% darkness Changes damage: +18% nature Physical save: +33 (+8 eff.) Spell save: +18 (+3 eff.) Mental save: +14 (+3 eff.) Cut immunity: +15% Rings can have magical properties. |
voratun ring 'Weepsear'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+5 eff.) Effects on melee hit: * 36% chance to corrode armour by 30% Damage when hit (Melee): 24 fire Changes resistances: +9% nature Changes resistances penetration: +30% nature / +10% acid Changes damage: +18% fire / +18% nature / +8% all Spellpower: +20 (+1 eff.) Mindpower: +17 (+1 eff.) Rings can have magical properties. |
warrior's voratun ring of light (+36%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +36% light Changes damage: +18% light Rings can have magical properties. |
wizard's voratun ring of aether (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +20% arcane Changes damage: +20% arcane Spell save: +16 (+2 eff.) Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+0 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.3 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 497.13 physical damage to all targets in line, and inflicting bleeding for another 248.57 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Xelaith the elm magestaff (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% fire / +1% physical Changes damage: +10% arcane Talent granted: +1 Command Staff Mental save: +3 (+0 eff.) Stun/Freeze immunity: +25% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm vilestaff (10-12 power, 2 apr, darkness 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% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +32.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+1 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 26 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+2 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 9 power out of 14/14) : Effective talent level: 3.0 Power cost: 9 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 289.60 physical (gravity) damage. Each target moved beyond the first increases the damage by 36.20 (up to a maximum of 144.80 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+2 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 9 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
yew vilestaff 'Airwhisper' (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] 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% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes stats: +1 Mag Changes resistances: +6% lightning Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Mana each turn: +0.23 Maximum mana: +81.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 386.49 light damage. Staves designed for wielders of magic, by the greats of the art. |
Sootwing of the Blightspawn (25-30 power, 5 apr, blight element) =o-h_worn=Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 4). When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +22.0% Physical power: +12 (+3 eff.) Armour: +4 Changes stats: +7 Con Changes resistances: +6% darkness Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +28.00% Spell save: +9 (+1 eff.) Disease immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +5% Life regen: +1.30 Spellpower: +29 (+2 eff.) Spell crit. chance: +8% Healing mod.: +25% Talent on hit(spell): Netherblast (20% chance level 4). Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Awakened Staff of Absorption. |
elven-wood magestaff 'Mirenaught' (34-40.8 power, 5 apr, cold element) =asap=Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +16 blight Burst (radius 2) on crit: +16 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 24% chance to disease Damage when hit (Melee): 8 fire Changes resistances: +24% nature Changes resistances penetration: +10% fire Changes damage: +15% nature / +34% cold Talent granted: +1 Command Staff Spellpower: +17 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood magestaff of blasting (25-30 power, 5 apr, fire element) =g1_worn=Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +25% fire Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +25 (+2 eff.) Spell crit. chance: +11% Healing mod.: +24% It can be used to unleash an elemental blastwave, dealing 140.06 to 168.07 fire damage in a radius 5 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood magestaff of invocation (25-30 power, 5 apr, lightning 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% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +13% temporal Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +21 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +25 Resist all after a teleport: +18% New effects duration reduction after a teleport: +34% Reduces paradox anomalies(equivalent to willpower): +22 It can be used to conjure elemental energy in a radius 8 cone, dealing 140.06 to 168.07 lightning damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Blazestake (30-36 power, 6 apr, light element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 mind Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 8 fire Changes stats: +14 Con Changes resistances penetration: +10% mind Changes damage: +3% fire / +30% light / +18% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +3.70 Spellpower: +34 (+3 eff.) Spell crit. chance: +5% Healing mod.: +47% Staves designed for wielders of magic, by the greats of the art. |
Galuran (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 mind Changes resistances: +15% physical Changes resistances penetration: +15% mind Changes damage: +6% temporal / +30% physical Talent granted: +1 Command Staff Critical mult.: +16.00% Maximum psi: +20.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +15% Mental crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to unleash an elemental blastwave, dealing 148.59 to 178.31 physical damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) =tele-imm_100per=Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+3 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Tempestkiss (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn Burst (radius 2) on crit: +8 acid When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes resistances: +18% lightning Maximum wards: +2 darkness Changes resistances penetration: +10% lightning / +15% arcane Changes damage: +30% darkness Talents granted: +5 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +24 (+2 eff.) Spell crit. chance: +19% It can be used to conjure elemental energy in a radius 10 cone, dealing 148.59 to 178.31 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Turudar (38-45.6 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Armour: +10 Armour Hardiness: +12% Effects on melee hit: * 15% chance to disease Changes stats: +1 Mag Changes damage: +38% blight Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Spell save: +12 (+2 eff.) Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +31.00 Spellpower: +19 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Vorarin the Sparkprophet (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn Damage (Melee): +12 lightning Burst (radius 1) on hit: +16 nature When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +15% lightning Changes resistances penetration: +20% lightning / +25% nature Changes damage: +9% lightning / +15% temporal / +30% darkness / +9% nature Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Woerot of the Blightspawn (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 5). On weapon hit: * 40% chance to blind When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 35 fire Damage when hit (Melee): 12 light Changes stats: +5 Mag / +5 Wil Changes resistances: +9% light Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +35.00% Physical save: +13 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +12 (+2 eff.) Maximum mana: +68.00 Spellpower: +37 (+3 eff.) Spell crit. chance: +11% See invisible: +17 Talent on hit(spell): Netherblast (20% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +10% Changes stats: +6 Mag / +5 Wil Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +11 (+3 eff.) Maximum mana: +85.00 Spellpower: +21 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. 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% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +10% Changes stats: +6 Mag / +5 Wil Changes damage: +30% lightning Talent granted: +1 Command Staff Physical save: +10 (+3 eff.) Maximum mana: +105.00 Spellpower: +27 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of breaching (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. 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% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes resistances penetration: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +36.00% Spellpower: +25 (+2 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
Fogrock of the Blightspawn (12-18 power, 1 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] 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: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn * 10 arcane resource burn * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Melee): +8 lightning When wielded/worn: Armour penetration: +10 Changes stats: +2 Cun / -2 Wil Changes resistances: +9% lightning / +6% cold / +6% nature / +6% darkness Changes resistances penetration: +10% physical / +10% mind / +10% darkness Changes damage: +10% physical Massive two-handed battleaxes. |
Drake's Bane (52-78 power, 21 apr) =nomen_est_omen=Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Lustreseam the stralite battleaxe (60.5-90.75 power, 3 apr) =nice=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 60.5 - 90.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 53% Damage (Melee): +12 nature / +16 light When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +6% blight / +6% mind / +9% darkness Changes resistances penetration: +10% light Reduces incoming crit damage: 20.00% Spell save: +9 (+1 eff.) Confusion immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +10% Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 362.49 fire damage, and flames will be left dealing a further 84.32 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Nighttrail (56-84 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: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 40% chance to disease Damage (Melee): +41 cold Burst (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +40 (+9 eff.) Armour penetration: +21 Defense: +21 (+5 eff.) Changes stats: +1 Cun / +3 Wil Changes resistances penetration: +21% physical Changes damage: +6% darkness Disarm immunity: +67% Massive two-handed battleaxes. |
Nimbusvortex the voratun battleaxe (70-105 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 49% chance to daze at end of turn Damage (Melee): +20 temporal Burst (radius 2) on crit: +4 lightning When wielded/worn: Armour penetration: +17 Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 temporal Changes resistances: +14% all Changes resistances penetration: +21% nature / +17% physical Changes damage: +21% physical Massive two-handed battleaxes. |
Shadeusher the voratun battleaxe (57.5-86.25 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: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +1 Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Effects on melee hit: * 47% chance to inflict 15% damage reduction Damage when hit (Melee): 8 nature / 8 darkness Changes stats: +10 Dex Changes resistances penetration: +25% darkness Changes damage: +3% physical Physical save: +6 (+2 eff.) Massive two-handed battleaxes. |
The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
quick voratun battleaxe of projection (57-85.5 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 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: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +21 (+5 eff.) Changes stats: +10 Dex Massive two-handed battleaxes. |
voratun battleaxe 'Charsun' (57.5-86.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn * 25% chance to put talents on cooldown Damage (Melee): +28 nature / +21 temporal When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +3% acid Changes resistances penetration: +21% lightning / +10% fire Changes damage: +15% blight Mana each turn: +0.08 Equilibrium when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum hate: +2.00 Maximum psi: +10.00 Spell crit. chance: +3% Massive two-handed battleaxes. |
voratun battleaxe 'Duskschism' (55-82.5 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: 55.0 - 82.5 Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * Slows global speed by 40% * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +4 fire / +4 darkness Burst (radius 1) on hit: +8 darkness When wielded/worn: Physical crit. chance: +42.0% Fatigue: -6% Effects on melee hit: * 47% chance to inflict 15% damage reduction Changes resistances: +3% cold Massive two-handed battleaxes. |
voratun battleaxe 'Galeglory' (56-84 power, 4 apr) =111=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +49 (+11 eff.) Armour penetration: +33 Changes stats: +10 Dex Changes resistances: +21% lightning Changes resistances penetration: +10% fire / +40% physical Changes damage: +6% fire Massive two-handed battleaxes. |
voratun battleaxe 'Givena' (59.5-89.25 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: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +19 blight / +23 temporal When wielded/worn: Accuracy: +27 (+6 eff.) Armour: +6 Damage when hit (Melee): 28 temporal Changes stats: +9 Str / +3 Dex Changes resistances: +9% temporal Changes damage: +3% blight / +16% physical Disease immunity: +49% Stamina when hit: +4.00 Spellpower: +2 (+0 eff.) Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Dourbolt of the Blightspawn (28-42 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 2). On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +16 nature / +16 temporal When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +12 Fatigue: -4% Changes stats: +3 Cun / +2 Con Changes resistances penetration: +13% physical Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Infravision radius: +3 Talent on hit(spell): Netherblast (20% chance level 2). Massive two-handed mauls. |
Eclipsenaught (55.5-83.25 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: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +16 (+4 eff.) Changes resistances: +3% physical Massive two-handed mauls. |
Obliterator (48-72 power, 10 apr) ===try_it_on_lich===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: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. This item has been sent to the Item's Vault. |
Unstoppable Mauler (48-72 power, 15 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: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 11 power out of 18/18) : Effective talent level: 3.0 Power cost: 11 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Blastglamour (54-81 power, 3 apr)Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50 arcane resource burn Damage (Melee): +54 insidious poison Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +9% acid / +6% darkness / +18% cold / +9% fire / +15% lightning Changes damage: +6% lightning / +6% fire Spell save: +30 (+5 eff.) Massive two-handed mauls. |
Harahad the stralite greatmaul (74.5-111.75 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: 74.5 - 111.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +62% Burst (radius 1) on hit: +20 acid When wielded/worn: Damage when hit (Melee): 12 acid / 12 blight Changes stats: +2 Mag Changes resistances: +9% acid Changes damage: +15% blight Massive two-handed mauls. |
insidious stralite greatmaul of massacre (73-109.5 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 73.0 - 109.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +70 insidious poison Massive two-handed mauls. |
Airfame (65.5-98.25 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: 65.5 - 98.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn On weapon crit: * splashes the target with acid Damage (Melee): +9 acid When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +37 Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes resistances: +3% acid / +3% lightning Changes resistances penetration: +10% lightning / +28% physical Changes damage: +9% lightning / +14% physical Massive two-handed mauls. |
Arthulen the voratun greatmaul (68-102 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +13 lightning / +19 temporal / +16 blight / +16 acid Burst (radius 2) on crit: +4 blight When wielded/worn: Damage when hit (Melee): 16 temporal Changes stats: +2 Mag Changes resistances: +3% mind / +21% temporal Silence immunity: +15% Spellpower on spell critical (stacks up to 3 times): +2 Massive two-handed mauls. |
Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 188.37 to 565.11 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 465.66 to 931.32 physical damage (based on Strength) to each, costing 29 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
The Black Maul (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +12 (+3 eff.) Changes damage: +0% all Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
plaguebringer's voratun greatmaul of crippling (67.5-101.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 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: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 21% chance to disease On weapon crit: * cripple the target Damage (Melee): +28 blight When wielded/worn: Physical crit. chance: +21.0% Disease immunity: +32% Massive two-handed mauls. |
truestriking voratun greatmaul of amnesia (69.5-104.25 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +21 Changes resistances penetration: +21% physical Massive two-handed mauls. |
truestriking voratun greatmaul of massacre (87.5-131.25 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 87.5 - 131.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +17 Changes resistances penetration: +16% physical Massive two-handed mauls. |
voratun greatmaul 'Harakhad' (71-106.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 63% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning / +8 arcane Burst (radius 2) on crit: +12 arcane When wielded/worn: Accuracy: +24 (+6 eff.) Armour: +9 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Dex Critical mult.: +9.00% Physical save: +47 (+12 eff.) Life regen: +0.60 Only die when reaching: -80.00 life Massive two-handed mauls. |
voratun greatmaul 'Zubawyn' (88.5-132.75 power, 4 apr) =ok=Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.5 - 132.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +16.0% Physical power: +21 (+5 eff.) Defense: +20 (+5 eff.) Changes stats: +4 Cun / +2 Wil Changes damage: +12% arcane Disarm immunity: +70% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Massive two-handed mauls. |
Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Elaritira the Eclipsevice (37.5-60 power, 2 apr)Requires: - Strength 24 Powered by arcane 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.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +28 cold Burst (radius 1) on hit: +8 arcane When wielded/worn: Changes resistances penetration: +15% arcane / +15% darkness Changes damage: +9% darkness / +6% arcane Massive two-handed swords. |
Emera (48-76.8 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 blight / +24 temporal / +24 nature When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 16 mind Changes resistances: +15% mind / +9% light Changes resistances penetration: +20% mind Changes damage: +12% mind Reduces incoming crit damage: 15.00% Physical save: +34 (+9 eff.) Massive two-handed swords. |
elemental stralite greatsword of corruption (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.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 24% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target When wielded/worn: Changes resistances penetration: +17% acid / +21% fire / +21% lightning / +21% cold Massive two-handed swords. |
inquisitor's stralite greatsword of the leech (50-80 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: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 19% * 24 arcane resource burn * leeches stamina from the target On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 19 nature slow Massive two-handed swords. |
quick stralite greatsword of torment (50-80 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +9 Dex Changes resistances penetration: +19% mind / +19% darkness Massive two-handed swords. |
stralite greatsword 'Glorebrerin' (49.5-79.2 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +9.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +24 acid Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +38 Damage when hit (Melee): 4 physical Changes stats: +1 Str Changes resistances: +3% lightning Changes resistances penetration: +38% physical Changes damage: +9% blight / +19% physical Mana each turn: +0.04 Equilibrium when hit: +0.12 Mental crit. chance: +2% Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr) =For_Frodo=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. This item has been sent to the Item's Vault. |
Cyryyawyn the voratun greatsword (74.5-119.2 power, 4 apr)Requires: - Strength 48 Infused by nature 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: 74.5 - 119.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +8 mind When wielded/worn: Changes resistances: +5% arcane / +12% all Changes resistances penetration: +24% mind / +16% darkness / +17% nature Changes damage: +3% arcane / +6% mind Massive two-handed swords. |
Xaninn the Sunsquall (63-100.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 53% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning / +4 fire When wielded/worn: Accuracy: +21 (+5 eff.) Physical power: +21 (+5 eff.) Damage when hit (Melee): 8 fire Changes stats: +10 Str / +10 Con Changes resistances: +12% temporal / +6% fire Changes resistances penetration: +14% physical Changes damage: +6% fire / +21% physical Disarm immunity: +49% Stamina when hit: +3.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
voratun greatsword 'Carrionsweep' (75-120 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 75.0 - 120.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +28 acid Burst (radius 1) on hit: +20 nature Burst (radius 2) on crit: +12 physical When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +7 Str / +4 Con Changes damage: +15% fire Physical save: +47 (+12 eff.) Stamina each turn: +0.80 Massive two-handed swords. |
warbringer's voratun greatsword of daylight (62-99.2 power, 4 apr) =con-10=Requires: - Strength 48 Powered by arcane forces 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.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 light Damage against: +42% Undead When wielded/worn: Physical power: +19 (+5 eff.) Changes stats: +10 Con Changes resistances penetration: +21% physical Disarm immunity: +49% Massive two-handed swords. |
warbringer's voratun greatsword of projection (63.5-101.6 power, 4 apr) =proj_5-30per=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: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Physical power: +21 (+5 eff.) Changes stats: +10 Con Changes resistances penetration: +20% physical Disarm immunity: +49% Massive two-handed swords. |
Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+3 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 35 power out of 150/150) : Effective talent level: 3.0 Power cost: 35 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 1044.16. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Hydra's Bite (56-61.6 power, 7 apr) =as125per_EWM=Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stat: 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. This item has been sent to the Item's Vault. |
Perseverance (31-43.4 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+3 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Skystun (39.5-55.3 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing Damage (Melee): +4 acid / +12 lightning When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Sharp, long, and deadly. |
Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +10.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
stralite longsword 'Glitterblood' (33.5-46.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 blight / +12 temporal / +12 light Damage against: +17% Undead When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 10 temporal Changes resistances: +3% blight / +12% temporal Changes resistances penetration: +10% physical Changes damage: +3% light Sharp, long, and deadly. |
stralite longsword 'Korytoruiran' (35.5-49.7 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] 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.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Physical crit. chance: +25.0% Defense: +13 (+3 eff.) Changes resistances: +6% blight / +9% lightning Critical mult.: +18.00% Spell save: +19 (+3 eff.) Cut immunity: +10% Disarm immunity: +44% Infravision radius: +3 Sharp, long, and deadly. |
Aerynn (48-67.2 power, 6 apr) =nice=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing * wounds the target for 7 turns: 18 bleeding, 64% reduced healing When wielded/worn: Physical crit. chance: +28.0% Physical power: +25 (+6 eff.) Changes stats: +3 Mag Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +10.00 Sharp, long, and deadly. |
Aruma (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to gain 10% of a turn (3/turn limit) On weapon crit: * cripple the target Damage (Melee): +60 insidious poison / +12 temporal When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +10% all Changes resistances penetration: +14% nature / +10% temporal Changes damage: +3% blight Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Maximum hate: +6.00 Sharp, long, and deadly. |
Mayitta (42.5-59.5 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] 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.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +28 Physical crit. chance: +14.0% Changes stats: +4 Cun / +2 Wil Changes resistances: +9% blight Changes resistances penetration: +20% blight / +30% physical Changes damage: +9% blight Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Sharp, long, and deadly. |
The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +0% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Wintertide (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 124.22 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 18 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Zarath (44-61.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning / +30 cold When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +20% arcane Changes damage: +6% blight / +3% arcane Critical mult.: +5.00% Spell save: +30 (+5 eff.) Psi when hit: +0.08 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Sharp, long, and deadly. |
elemental voratun longsword of vileness (41-57.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 18% chance to disease * Random elemental explosion Damage (Melee): +19 blight When wielded/worn: Changes resistances penetration: +10% acid / +12% fire / +15% lightning / +13% cold Sharp, long, and deadly. |
thunderous voratun longsword of shearing (41.5-58.1 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 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.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to daze at end of turn When wielded/worn: Armour penetration: +15 Changes stats: +4 Str / +3 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +11% lightning / +9% physical Changes damage: +11% physical Sharp, long, and deadly. |
voratun longsword 'Bogripper' (41.5-58.1 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * 25% chance to remove a magical effect Damage (Melee): +20 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes resistances: +9% acid / +9% nature / +9% all Changes resistances penetration: +35% nature / +20% acid Changes damage: +12% acid / +12% nature Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +20.00% Sharp, long, and deadly. |
voratun longsword 'Shinevault' (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 / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning / +8 light When wielded/worn: Armour penetration: +15 Physical power: +15 (+4 eff.) Changes stats: +7 Con Changes resistances: +6% acid / +12% fire / +6% cold Changes resistances penetration: +30% physical Changes damage: +9% physical Physical save: +12 (+3 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +35% Only die when reaching: -60.00 life Light radius: +2 Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+3 eff.) It can be used to activate talent Battle Call (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Dourbreeze (29-40.6 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 nature / +7 temporal When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 acid Changes damage: +9% acid Blunt and deadly. |
Dedication (31-43.4 power, 6 apr) =set=Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Burst (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Voreda the Radiancesever (33-46.2 power, 4 apr) =giat=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +12% light Changes damage: +18% lightning Light radius: +1 Blunt and deadly. |
blazebringer's stralite mace of projection (36-50.4 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +17 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +5% Blunt and deadly. |
Burnsting (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +13 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +5 Mag / +9 Wil / +2 Cun / +3 Con Changes resistances penetration: +10% fire Critical mult.: +20.00% See invisible: +9 Blunt and deadly. |
Voidblur of the Blightspawn (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 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: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +20 Physical crit. chance: +8.0% Changes stats: +9 Con / -7 Mag Changes resistances penetration: +11% physical Changes damage: +6% arcane Critical mult.: +22.00% Spell save: +6 (+1 eff.) Maximum vim: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
elemental voratun mace (44.5-62.3 power, 6 apr) =r.e_res.pen=Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +17% acid / +17% fire / +17% lightning / +17% cold Blunt and deadly. |
voratun mace 'Arthylar' (45.5-63.7 power, 21 apr)Requires: - Strength 48 Powered by arcane forces 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: +0.1% dam / acc Armour Penetration: +21 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease Damage Shield penetration (this weapon only): +60% Damage (Melee): +20 blight When wielded/worn: Accuracy: +14 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +7 Str Changes damage: +24% acid / +15% physical Spell save: +47 (+7 eff.) Disease immunity: +34% Mana each turn: +0.08 Stamina when hit: +2.30 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
voratun mace 'Sparkkiller' (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Con / +5 Wil Light radius: +3 See invisible: +18 Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Lightwrest the dwarven-steel waraxe (19-26.6 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to blind * 10% chance to corrode armour by 30% Damage (Melee): +45 insidious poison When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% light Changes resistances penetration: +7% acid Life regen: +0.70 One-handed war axes. |
dwarven-steel waraxe 'Skykin' (32-44.8 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing Damage (Melee): +14 nature Burst (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +8.0% Physical power: +11 (+3 eff.) Changes stats: +1 Cun / +6 Con Grants telepathy: Demon/Minor Demon/Major See invisible: +6 One-handed war axes. |
Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+1 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Mayynn the Cloudsweeper (33-46.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 18% chance to daze at end of turn * 25% chance to cause random gloom * Random elemental explosion Damage (Melee): +11 mind When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Str / +3 Dex / +3 Mag / +8 Wil / +8 Cun / +4 Con Changes resistances: +5% arcane / +1% physical Changes resistances penetration: +22% lightning / +12% fire / +12% cold / +15% acid Physical save: +30 (+8 eff.) Healing mod.: +20% One-handed war axes. |
Bleakravager the voratun waraxe (56-78.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.0 - 78.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +4 acid When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +12% acid / +9% darkness / +7% all Changes resistances penetration: +15% nature Changes damage: +9% acid / +6% darkness One-handed war axes. |
Erelandur the voratun waraxe (42-58.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +2 Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Str Changes resistances penetration: +17% acid / +17% fire / +10% lightning / +15% cold Changes damage: +15% physical Reduces incoming crit damage: 5.00% Spell save: +9 (+1 eff.) Life regen: +0.40 Stamina when hit: +1.80 Maximum life: +40.00 One-handed war axes. |
Fogfiend the voratun waraxe (38.5-53.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn * 25% chance for lightning to arc to a second target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown Damage (Melee): +26 lightning When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +3% light / +6% darkness Changes damage: +3% darkness One-handed war axes. |
Glimmerpassion the voratun waraxe (49-68.6 power, 7 apr) =as_111per=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 49.0 - 68.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 111% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +1 Changes stats: +5 Dex Changes resistances: +7% all Changes resistances penetration: +10% nature Changes damage: +6% light Only die when reaching: -20.00 life One-handed war axes. |
Glyba (55.5-77.7 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: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% Burst (radius 1) on hit: +4 temporal When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +2 Dex / +3 Con Changes resistances penetration: +14% acid Critical mult.: +19.00% Life regen: +3.50 Mindpower: +6 (+0 eff.) One-handed war axes. |
Hettozilakor (54.5-76.3 power, 6 apr) =s-nest=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +30 ice When wielded/worn: Armour penetration: +12 Armour: +15 Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +9% nature Changes resistances penetration: +11% cold / +13% physical Changes damage: +13% physical Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Blindness immunity: +10% Confusion immunity: +15% Teleport immunity: +5% Only die when reaching: -40.00 life One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
flaming voratun waraxe of ruin (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +15 fire When wielded/worn: Armour penetration: +8 Physical crit. chance: +14.0% Critical mult.: +15.00% One-handed war axes. |
quick voratun waraxe of daylight (39.5-55.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% Damage (Melee): +11 light Damage against: +12% Undead When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +5 Dex One-handed war axes. |
truestriking voratun waraxe (39.5-55.3 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Changes resistances penetration: +12% physical One-handed war axes. |
voratun waraxe (39.5-55.3 power, 6 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
voratun waraxe 'Lightningbone' (38-53.2 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% * 20% chance to torment the target * leeches stamina from the target Damage (Melee): +14 temporal / +12 nature Burst (radius 2) on crit: +8 acid When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 mind / 18 nature slow Changes resistances penetration: +8% mind / +14% darkness Mental save: +6 (+1 eff.) Maximum hate: +2.00 Heals friendly targets nearby when you use a nature summon: +50 One-handed war axes. |
voratun waraxe of ruin (41-57.4 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +14.0% Critical mult.: +17.00% One-handed war axes. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (20-26 power, 10 apr) =giat_asap=Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr) =UR=Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 3.2 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 733.27 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. This item has been sent to the Item's Vault. |
Umbral Razor (25-32.5 power, 10 apr) =UR=Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 3.2 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 733.27 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Blazenight (20-26 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 16 light Changes resistances: +12% light Changes resistances penetration: +20% light / +10% acid Disarm immunity: +16% Sharp, short and deadly. |
Ce'Nonne the dwarven-steel dagger (25-32.5 power, 7 apr) =last_e=Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 16% chance to daze at end of turn When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +9% lightning Grants telepathy: Dragon Critical mult.: +12.00% Maximum hate: +8.00 Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +30 Sharp, short and deadly. |
Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Pyreoracle (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Damage when hit (Melee): 8 fire Changes resistances: +10% acid / +8% cold / +9% fire / +6% mind / +6% lightning Changes resistances penetration: +10% mind / +6% physical Changes damage: +6% mind / +6% fire Spell save: +7 (+1 eff.) Sharp, short and deadly. |
Rotward (19-24.7 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 40% chance to gain 10% of a turn (3/turn limit) On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +8 nature When wielded/worn: Damage when hit (Melee): 16 nature Changes resistances penetration: +20% nature Changes damage: +6% nature / +12% temporal Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Malogar the stralite dagger (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 14% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +12 blight / +8 mind When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex / +1 Mag / +1 Wil / +3 Cun Changes resistances: +5% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Sharp, short and deadly. |
Fogvenom of the Blightspawn (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +13 nature / +14 temporal When wielded/worn: Armour penetration: +17 Physical crit. chance: +18.0% Changes stats: +8 Str / -6 Mag / +1 Wil Changes resistances penetration: +10% physical Critical mult.: +16.00% Only die when reaching: -60.00 life Spellpower: +6 (+0 eff.) Sharp, short and deadly. |
Gunutir the Lightrune (40-52 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +12 Changes stats: +6 Str / +5 Dex Changes resistances penetration: +9% mind / +9% physical / +12% darkness / +15% light Changes damage: +9% arcane / +14% physical Stamina when hit: +2.00 Equilibrium when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -80.00 life Maximum stamina: +10.00 Spellpower: +4 (+0 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+4 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+1 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 56.63 acid and 63.13 blight damage. If not cleared after five turns it will inflict 358.43 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 15 power out of 40/40) : Effective talent level: 3.0 Power cost: 15 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 194.15 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Morninglady the voratun dagger (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% * leeches stamina from the target Damage (Melee): +16 temporal / +16 nature When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 16 light / 16 nature slow Changes stats: +4 Str / +6 Con Changes resistances: +6% lightning / +9% darkness / +3% light Changes resistances penetration: +12% physical Grants telepathy: Humanoid/Orc Disarm immunity: +28% Sharp, short and deadly. |
Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Radianceraven (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +8 fire Burst (radius 1) on hit: +8 light When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Effects on melee hit: * 38% chance to blind Changes resistances: +12% light Changes resistances penetration: +15% fire / +12% physical Changes damage: +18% light Light radius: +3 Sharp, short and deadly. |
Splendourdash (46.5-60.45 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.5 - 60.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 53% chance to blind Damage Shield penetration (this weapon only): +40% Burst (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +6 Mag Changes resistances penetration: +20% blight Changes damage: +18% acid / +9% blight Vim when firing critical spell: +3.00 Maximum mana: +80.00 Sharp, short and deadly. |
Torchtorrent the voratun dagger (40-52 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +28 mind When wielded/worn: Armour penetration: +5 Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Damage when hit (Melee): 16 acid Changes resistances: +9% mind / +15% acid Changes damage: +9% fire Life regen: +1.60 Only die when reaching: -60.00 life Sharp, short and deadly. |
acidic voratun dagger of projection (39-50.7 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Sharp, short and deadly. |
blazebringer's voratun dagger of erosion (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 nature / +16 temporal Burst (radius 2) on crit: +15 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +3% Sharp, short and deadly. |
caustic voratun dagger of nature (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to corrode armour by 30% When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +12% nature / +12% acid Life regen: +2.00 Sharp, short and deadly. |
caustic voratun dagger of projection (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 26% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +12% acid Life regen: +2.00 Sharp, short and deadly. |
elemental voratun dagger of massacre (46-59.8 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +11% acid / +11% fire / +8% lightning / +14% cold Sharp, short and deadly. |
glacial voratun dagger of massacre (49-63.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +12 Changes resistances penetration: +12% cold Sharp, short and deadly. |
glacial voratun dagger of purging (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +15 nature Burst (radius 2) on crit: +18 ice When wielded/worn: Armour: +11 Changes resistances penetration: +11% cold Sharp, short and deadly. |
insidious voratun dagger of nature (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 insidious poison When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +11% nature Sharp, short and deadly. |
plaguebringer's voratun dagger of massacre (49.5-64.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease Damage (Melee): +16 blight When wielded/worn: Disease immunity: +28% Sharp, short and deadly. |
quick voratun dagger of nature (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +8% all Changes resistances penetration: +12% nature Sharp, short and deadly. |
truestriking voratun dagger of phasing (38.5-50.05 power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +36% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +10% physical Sharp, short and deadly. |
voratun dagger 'Dagirand' (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 8% chance to corrode armour by 30% Damage (Melee): +13 temporal / +11 nature Burst (radius 1) on hit: +4 temporal When wielded/worn: Armour penetration: +7 Physical crit. chance: +11.0% Changes resistances: +6% temporal Changes resistances penetration: +5% acid / +10% arcane Critical mult.: +10.00% Life regen: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
voratun dagger 'Earochik' (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +48 insidious poison When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Armour: +4 Changes resistances: +15% acid / +9% cold Changes resistances penetration: +12% physical Physical save: +15 (+4 eff.) Pinning immunity: +20% Sharp, short and deadly. |
voratun dagger 'Voidwar' (40-52 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 24 arcane / 8 darkness Changes resistances: +6% arcane / +9% lightning Changes resistances penetration: +25% darkness Changes damage: +12% lightning / +9% darkness / +9% arcane Sharp, short and deadly. |
voratun dagger of crippling (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Sharp, short and deadly. |
voratun dagger of daylight (38-49.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 light Damage against: +13% Undead Sharp, short and deadly. |
warbringer's voratun dagger of evisceration (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +23 (+6 eff.) Changes stats: +6 Con Changes resistances penetration: +12% physical Disarm immunity: +28% Sharp, short and deadly. |
Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 35 power out of 60/60) : Effective talent level: 1.0 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 60 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
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: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades 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 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+1 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 10 power out of 16/16) : Effective talent level: 4.0 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 58 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
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: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades 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 (+1 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 327.49 mind damage (based on Willpower) to all within radius 5, costing 24 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+1 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (930 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+2 eff.) Mindpower: +12 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 141.52 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Xanirin the Searbreaker (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar calls for a summoner. This natural frost should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +9 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 17 ice / 12 blight Changes resistances: +17% cold Changes resistances penetration: +9% acid / +9% physical / +14% fire / +5% arcane / +25% cold Changes damage: +13% acid / +13% fire / +27% cold / +13% physical Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Mindpower: +18 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar of sand (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 physical Changes resistances: +17% physical Changes resistances penetration: +17% physical Changes damage: +17% physical Mindpower: +18 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 45 of target armor and 23% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Elyda (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Changes resistances: +21% lightning / +3% physical / +3% blight / +25% fire / +9% acid / +25% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Reduces incoming crit damage: 5.00% Physical save: +10 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Disease immunity: +20% Equilibrium when hit: +2.50 Hate when firing a critical mind attack: +6.00 Only die when reaching: -20.00 life Maximum hate: +25.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skyknight the living mindstar (15-16.5 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 17 fire Changes stats: +7 Wil Changes resistances: +7% nature / +14% fire Changes resistances penetration: +5% lightning / +9% fire / +6% nature Changes damage: +5% nature / +17% fire Talent mastery: +0.10 Wild-gift / Harmony Critical mult.: +9.00% Physical save: +39 (+10 eff.) Equilibrium when hit: +1.90 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +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 'Emotira' (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 It is part of a set of items. This natural mindstar summons a caller. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +8 Cun Changes resistances: +7% arcane Critical mult.: +25.00% Life regen: +2.00 Equilibrium when hit: +0.24 Hate when firing a critical mind attack: +2.00 Maximum life: +43.00 Mindpower: +22 (+2 eff.) Mental crit. chance: +11% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Gilahad' (17.5-19.25 power, 44 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +44 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +8% mind / +15% blight Changes damage: +8% mind / +9% blight Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +10.00% Life regen: +0.80 Psi when hit: +2.00 Hate per kill: +5.00 Psi per kill: +5.00 Maximum life: +20.00 Spell crit. chance: +2% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Infravision radius: +4 Healing mod.: +44% Heals friendly targets nearby when you use a nature summon: +60 Damage Resonance (when hit): +25% It can be used to inflict 610.64 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 49.81 to 149.44 lightning damage (based on Magic and Dexterity), costing 6 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Focus Whip (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 10% Cun, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4, costing 6 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Whip of Urh'Rok (55-60.5 power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+1 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Bleakcutter of the BlightspawnRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to inflict 15% damage reduction * 18% chance to corrode armour by 30% Burst (radius 1) on hit: +2 nature When wielded/worn: Physical power: +18 (+4 eff.) Changes stats: +18 Str / -7 Dex / +9 Con Changes resistances: +9% darkness Changes resistances penetration: +21% acid / +10% darkness Changes damage: +6% nature / +6% darkness Talent mastery: +0.15 Wild-gift / Fungus Life regen: +4.00 It can be used to regenerate 264 life over 5 turns, putting all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
dragonbone longbow 'Gladama'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +30 acid / +30 cold Burst (radius 1) on hit: +2 mind When wielded/worn: Changes stats: +5 Str / +2 Con Changes damage: +33% acid / +33% cold / +6% mind Mental crit. chance: +2% Infravision radius: +2 Longbows are used to shoot arrows at your foes. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 10 power out of 16/16) : Effective talent level: 4.0 Power cost: 10 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
drakeskin leather sling 'Smoldersaw'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: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +13 fire Burst (radius 1) on hit: +6 fire Burst (radius 2) on crit: +6 light When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +7.0% Changes resistances: +3% fire Changes resistances penetration: +15% acid / +22% physical / +10% light Changes damage: +9% acid / +15% physical / +24% fire Slings are used to hurl stones or metal shots at your foes. |
Quiver of the Sun (22/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Deepsrazor (24/24, 51.5-72.1 power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Str Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 On weapon hit: * 60% chance to inflict 15% damage reduction * 60% chance to disease * 64% chance to cause random gloom * 25% chance to put talents on cooldown * 10% chance to crush the target Damage (Ranged): +90 insidious poison / +30 gravity Burst (radius 1) on hit: +8 darkness / +12 blight Burst (radius 2) on crit: +8 darkness / +4 blight Arrows are used with bows to pierce your foes to death. |
Flashsting the quiver of dragonbone arrows (21/21, 56-78.4 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +18.0% Capacity: 21 On weapon hit: * 40% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +12 lightning Burst (radius 1) on hit: +33 fire Burst (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Viperstrider the quiver of dragonbone arrows (24/24, 91.5-128.1 power, 50 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 91.5 - 128.1 Uses stats: 70% Dex, 50% Str Damage type: Nature Accuracy bonus: +0.2% crit / acc Armour Penetration: +50 Crit. chance: +39.0% Capacity: 24 On weapon hit: * 20% chance to daze at end of turn * Slows global speed by 60% * 60% chance to gain 10% of a turn (3/turn limit) Travel speed: +400% Damage (Ranged): +27 temporal / +50 nature / +12 arcane Burst (radius 1) on hit: +8 lightning / +4 arcane Burst (radius 2) on crit: +4 nature / +4 lightning Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
pouch of voratun shots (22/22, 54.5-65.4 power, 6 apr)Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Titanic (20 def, 18 armour, 320 block) =dwst_320-block=Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
Blackfire Aegis (8 def, 18 armour, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+0 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Woegasher of the Blightspawn (10 def, 20 armour, 312.5 block) =fits=Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 24% chance to disease * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid / 30 fire Changes stats: +5 Str / +12 Con Changes resistances: +16% fire Changes resistances penetration: +10% lightning Talent granted: +4 Block Physical save: +23 (+6 eff.) Light radius: +3 Handheld deflection devices. |
stralite shield 'Ivomilaith' (10 def, 13 armour, 242.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +13 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 24 temporal Changes stats: +7 Con Changes damage: +6% temporal Grants telepathy: Humanoid/Orc Talent granted: +4 Block Critical mult.: +20.00% Physical save: +13 (+3 eff.) Mental save: +20 (+4 eff.) Equilibrium when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +62 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Handheld deflection devices. |
stralite shield 'Keharahek' (10 def, 15 armour, 148.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Armour: +15 Armour Hardiness: +9% Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +4 Dex Changes resistances: +12% blight / +21% physical Talent granted: +4 Block Handheld deflection devices. |
Bular the voratun shield (12 def, 14 armour, 318.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +18 (+4 eff.) Armour: +14 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +2 Mag / +12 Con Changes resistances: +20% light Talent granted: +5 Block Physical save: +14 (+4 eff.) Mental save: +20 (+4 eff.) Stamina each turn: +1.00 Maximum life: +20.00 Handheld deflection devices. |
Lunar Shield (12 def, 7 armour, 250 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+1 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Ravengasher (12 def, 3 armour, 187.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 blight / 20 temporal Changes resistances: +12% blight / +20% temporal / +33% cold Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +10% darkness Talents granted: +1 Ward +5 Block Poison immunity: +10% Disease immunity: +5% Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (1015) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +0% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Toxinpassion (21 def, 14 armour, 294 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +14 Defense: +21 (+5 eff.) Ranged Defense: +21 (+5 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 47% Changes resistances: +15% lightning / +12% fire / +9% darkness / +9% cold Changes resistances penetration: +15% nature Changes damage: +9% nature Talent granted: +5 Block Confusion immunity: +30% Only die when reaching: -60.00 life Handheld deflection devices. |
cosmic voratun shield of fire resistance (+27%) (12 def, 3 armour, 203 block) =lets-see=Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +27% fire / +11% light / +15% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. This object's appearance was changed to ???. |
impervious voratun shield of resistance (12 def, 9 armour, 263.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +6 Con Changes resistances: +13% acid / +13% fire / +13% lightning / +12% cold Talent granted: +5 Block Physical save: +15 (+4 eff.) Handheld deflection devices. |
voratun shield 'Loreziladin' (12 def, 26 armour, 411 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +26 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 20 ice Changes stats: +1 Str / +6 Wil / +3 Cun / +7 Con Changes resistances: +19% cold Changes damage: +15% acid Grants telepathy: Humanoid/Orc Talent granted: +5 Block Physical save: +12 (+3 eff.) Handheld deflection devices. |
voratun shield 'Zubith' (12 def, 15 armour, 309 block) =14=Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 29% chance to blind Changes stats: +6 Mag / +14 Con Changes resistances: +20% light Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Talents granted: +1 Ward +5 Block Critical mult.: +3.00% Physical save: +15 (+4 eff.) Life regen: +0.20 Maximum life: +20.00 Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Beorak the woollen robe (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Effects when hit in melee: * Slows global speed by 8% * 8 arcane resource burn Changes resistances: +5% blight Life regen: +2.20 Maximum life: +42.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 79.56 to 99.45 physical damage (based on Willpower and Cunning) with knockback, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
woollen robe 'Dimrigor' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +5% lightning / +24% cold / +3% light / +6% acid Changes damage: +9% lightning / +5% physical / +6% darkness / +17% cold Mental save: +16 (+3 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of lightning (+24%) (2 def, 0 armour) =giat_asap=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% lightning Changes damage: +16% lightning Mental save: +20 (+4 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Khelyromindur the Flaresquall (10 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Changes stats: +4 Wil / +9 Mag Changes resistances: +9% acid / +13% light / +13% darkness Changes resistances penetration: +25% fire Changes damage: +17% light / +18% acid Critical mult.: +20.00% Mana when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +62.00 Light radius: +4 Damage Shield penetration: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of alchemy (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% acid / +13% physical / +25% darkness / +18% fire / +24% mind / +17% cold Changes damage: +13% acid / +13% physical / +13% fire / +11% cold Talent cooldown: Refit Golem (-5 turns) Physical save: +18 (+5 eff.) Spell save: +18 (+3 eff.) Mental save: +32 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of frost (+27%) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +27% cold / +26% mind / +26% darkness Changes damage: +18% cold Physical save: +18 (+5 eff.) Spell save: +14 (+2 eff.) Mental save: +36 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of life (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight / +26% mind / +18% darkness Physical save: +12 (+3 eff.) Spell save: +17 (+2 eff.) Mental save: +33 (+6 eff.) Life regen: +4.40 Maximum life: +81.00 Healing mod.: +25% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of life (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight / +26% mind / +26% darkness Physical save: +16 (+4 eff.) Spell save: +18 (+3 eff.) Mental save: +36 (+7 eff.) Life regen: +5.10 Maximum life: +60.00 Healing mod.: +26% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of lightning (+21%) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% lightning Changes damage: +14% lightning Mental save: +22 (+4 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of Angolwen (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +6 Wil Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of Angolwen (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +13 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Spell save: +22 (+3 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Con Changes resistances: +13% blight Changes damage: +17% nature Poison immunity: +44% Disease immunity: +44% Life regen: +5.10 Maximum life: +88.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betebressra the Stokevenom (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 20 fire Changes stats: +4 Mag / +5 Wil / +6 Cun Changes resistances: +20% blight / +9% nature Changes resistances penetration: +10% fire Changes damage: +12% acid / +20% light / +20% blight / +9% nature / +20% darkness Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +23 (+2 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+4 eff.) Blindness immunity: +50% Spellpower: +30 (+2 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Ebonyviper of the Blightspawn (8 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to disease Effects when hit in melee: * 39% chance to disease * 32% chance to inflict 15% damage reduction Changes stats: +5 Cun Changes resistances: +5% arcane / +3% blight Changes damage: +14% light / +13% darkness Physical save: +27 (+7 eff.) Spell save: +25 (+4 eff.) Disease immunity: +15% Stun/Freeze immunity: +15% Spellpower: +13 (+1 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloomworm of the Blightspawn (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * 47% chance to disease * 38% chance to inflict 15% damage reduction Changes stats: +2 Dex / +5 Mag / +10 Cun Changes resistances: +17% acid / +20% physical / +27% darkness / +17% fire / +18% cold Changes damage: +14% acid / +10% physical / +33% darkness / +16% light / +9% fire / +9% mind / +12% cold Talent cooldown: Refit Golem (-5 turns) Reduces incoming crit damage: 10.00% Spellpower: +8 (+0 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gugahor the Jetbringer (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 12 darkness / 4 lightning Changes stats: +10 Mag Changes resistances: +9% cold / +36% darkness / +6% arcane Changes resistances penetration: +25% fire / +14% physical / +12% temporal Changes damage: +16% temporal / +19% physical / +20% darkness / +20% all Silence immunity: +20% Spellpower: +16 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ichorpower the elven-silk robe (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 16 light Changes stats: +8 Str / +8 Mag / +8 Wil / +10 Cun Changes resistances: +24% lightning / +11% cold / +30% acid Changes resistances penetration: +10% light Changes damage: +26% lightning / +15% physical / +18% cold / +12% nature / +20% acid Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayyrin (26 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +13 Defense: +26 (+7 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +10 Mag Changes resistances: +17% blight / +6% temporal / +14% light / +18% darkness Changes damage: +20% light / +9% physical Physical save: +29 (+7 eff.) Pinning immunity: +10% Life regen: +6.60 Maximum life: +151.00 Light radius: +4 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Pusmortal (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -6% Changes stats: +3 Dex / +13 Mag / +13 Cun / +3 Con Changes resistances penetration: +15% temporal / +5% nature / +13% physical Changes damage: +20% physical / +20% darkness / +18% temporal / +9% nature / +20% arcane / +18% light Maximum mana: +110.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +9% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Relgegorn the Scorchwedge (5 def, 0 armour) =17Mag_L-Dreamer=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -2% Changes stats: +1 Dex / +17 Mag Changes resistances: +29% darkness / +6% fire / +5% arcane / +30% mind Changes resistances penetration: +15% temporal / +15% arcane / +15% physical Changes damage: +19% temporal / +15% physical Grants telepathy: Dragon Physical save: +19 (+5 eff.) Spell save: +19 (+3 eff.) Mental save: +70 (+14 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +16 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Urthentir (11 def, 2 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Defense: +11 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -2% Damage when hit (Melee): 8 temporal Changes stats: +8 Str / +1 Dex / +8 Mag / +8 Wil / +1 Con Changes resistances: +27% lightning / +20% physical / +3% light / +34% cold / +20% fire / +19% acid Changes damage: +20% lightning / +27% physical / +32% cold / +15% fire / +15% acid Talent cooldown: Refit Golem (-6 turns) Spell save: +16 (+2 eff.) Mental save: +27 (+5 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of alchemy (5 def, 0 armour) =res_and_saves=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +12% lightning / +19% physical / +12% darkness / +19% acid / +11% blight / +32% fire / +30% cold / +11% light Changes damage: +15% acid / +15% physical / +15% fire / +13% cold Talent cooldown: Refit Golem (-5 turns) Physical save: +19 (+5 eff.) Spell save: +31 (+5 eff.) Mental save: +20 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Ce'Nitta' (5 def, 12 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +12 Defense: +5 (+1 eff.) Changes stats: +8 Con Changes resistances: +9% blight / +9% acid / +36% mind / +30% darkness Changes damage: +20% nature / +18% all Physical save: +18 (+5 eff.) Spell save: +30 (+5 eff.) Mental save: +33 (+6 eff.) Poison immunity: +65% Disease immunity: +50% Spellpower: +19 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Lavahunt' (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +1.0% Defense: +5 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +10 Mag Changes resistances: +11% lightning / +3% physical / +11% darkness / +12% blight / +12% fire / +11% cold / +11% light Changes resistances penetration: +15% temporal / +25% physical Changes damage: +20% temporal / +26% physical Physical save: +23 (+6 eff.) Spell save: +37 (+6 eff.) Mental save: +19 (+4 eff.) Life regen: +0.20 Mana each turn: +0.34 Maximum mana: +85.00 Spellpower: +28 (+2 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Velomina' (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Mag / +11 Wil Changes resistances: +9% lightning / +14% cold / +9% blight Changes damage: +20% lightning / +15% physical / +20% cold Critical mult.: +20.00% Reduces incoming crit damage: 20.00% Mental save: +40 (+8 eff.) Cut immunity: +15% Mana each turn: +0.12 Mana when firing critical spell: +3.00 Only die when reaching: -100.00 life Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of Angolwen (5 def, 0 armour) =SI_50per=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +20% darkness / +20% physical Changes damage: +19% darkness / +20% physical Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +15.00 Spellpower: +19 (+1 eff.) Mindpower: +9 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +18% blight / +13% cold / +13% lightning Changes damage: +18% lightning / +15% physical / +19% cold Life regen: +5.80 Maximum life: +100.00 Healing mod.: +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour) =giat=Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Gunoledil (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 blight Changes stats: +3 Dex / +2 Wil Changes resistances: +6% arcane / +16% cold Spell save: +12 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Movement speed: +20% A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+3 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Salerath the cured leather armour (2 def, 6 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +7% acid / +3% light / +3% blight / +21% fire / +6% mind / +5% cold Allows you to breathe in: water Physical save: +6 (+2 eff.) A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 12 power out of 30/30) : Effective talent level: 2.2 Power cost: 12 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 307.22 physical damage, inflicting bleeding for another 153.61 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
Starquick (6 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Changes stats: +2 Dex Changes resistances: +17% acid / +17% cold Maximum life: +26.00 Maximum stamina: +10.00 A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
prismatic reinforced leather armour of Eyal (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +18% light / +17% darkness Life regen: +2.80 Maximum life: +75.00 Healing mod.: +22% A suit of armour made of leather. |
prismatic reinforced leather armour of the void (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 9 darkness Changes resistances: +26% temporal / +44% darkness / +18% light Defense after a teleport: +26 Resist all after a teleport: +25% New effects duration reduction after a teleport: +23% It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 15 turns. A suit of armour made of leather. |
reinforced leather armour of Eyal (4 def, 7 armour) =giat_asap=Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Life regen: +3.00 Maximum life: +72.00 Healing mod.: +21% A suit of armour made of leather. |
troll-hide reinforced leather armour of Eyal (4 def, 7 armour) =nice-HM=Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Life regen: +15.40 Maximum life: +132.00 Healing mod.: +47% A suit of armour made of leather. |
Aircutter the drakeskin leather armour (15 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+4 eff.) Fatigue: +8% Damage (Melee): 10 darkness Damage (Ranged): 10 darkness Changes stats: +10 Str / +10 Dex Changes resistances: +43% lightning / +29% temporal / +29% darkness / +3% acid Changes resistances penetration: +10% acid Changes damage: +12% acid / +3% nature / +6% lightning Physical save: +20 (+5 eff.) Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +22% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 15 turns. A suit of armour made of leather. |
Betibeth the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +18 Cun / +17 Wil Changes resistances: +9% temporal Changes damage: +6% acid Critical mult.: +20.00% Mental save: +59 (+12 eff.) Equilibrium when hit: +0.08 Maximum psi: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) It can be used to turn yourself invisible (power 51, based on Cunning and Magic) for 10 turns, costing 29 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Lightripper (15 def, 18 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +15 (+4 eff.) Fatigue: +8% Damage (Melee): 19 acid / 20 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +10 Dex / +1 Wil / +10 Cun Changes resistances: +27% acid / +30% fire Changes resistances penetration: +20% temporal Changes damage: +6% temporal Grants telepathy: Dragon Critical mult.: +15.00% Mental crit. chance: +4% Light radius: +2 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 4.0 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 917.41 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Obsidianbrawn the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 45% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +4 Wil Changes resistances: +20% acid / +14% physical / +3% blight / +44% cold / +20% lightning / +18% fire Critical mult.: +15.00% Equilibrium when hit: +0.04 Mindpower: +15 (+1 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of leather. |
Vorith the drakeskin leather armour (5 def, 8 armour) =stats_MS-17eff=Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +17 Cun / +15 Wil Changes resistances: +10% mind / +6% fire Grants telepathy: Dragon Spell save: +9 (+1 eff.) Mental save: +90 (+17 eff.) Blindness immunity: +20% Poison immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life A suit of armour made of leather. |
duelist's drakeskin leather armour of Eyal (14 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +10 Cun / +10 Dex Life regen: +4.00 Maximum life: +100.00 Healing mod.: +30% A suit of armour made of leather. |
Darkpall the steel mail armour (2 def, 11 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +9% Damage when hit (Melee): 4 arcane Changes stats: +4 Cun / +4 Wil Changes resistances: +6% arcane Changes damage: +12% darkness Physical save: +7 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +12 (+2 eff.) A suit of armour made of mail. |
Gloomwend of the Blightspawn (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * 20% chance to disease Effects when hit in melee: * 23% chance to disease * 24% chance to inflict 15% damage reduction Damage when hit (Melee): 8 physical Changes stats: +5 Wil / +6 Cun / +2 Con Changes resistances: +21% cold Mental save: +16 (+3 eff.) Life regen: +2.20 Maximum life: +62.00 Healing mod.: +32% A suit of armour made of mail. |
impenetrable steel mail armour of Eyal (2 def, 13 armour) =giat=Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +14% Life regen: +1.40 Maximum life: +40.00 Healing mod.: +14% A suit of armour made of mail. |
steel mail armour 'Bethysenne' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +6% fire / +12% light / +3% darkness Physical save: +30 (+8 eff.) Spell save: +30 (+5 eff.) Disease immunity: +5% Confusion immunity: +10% A suit of armour made of mail. |
Glekira the Nightripper (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 blight Changes resistances: +46% lightning Changes resistances penetration: +20% darkness Changes damage: +18% blight Maximum life: +27.00 A suit of armour made of mail. |
Sootspitter of the Blightspawn (17 def, 21 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +17 (+4 eff.) Fatigue: +16% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 36% chance to disease * 27% chance to inflict 15% damage reduction Changes stats: +1 Cun Changes resistances: +10% acid / +11% physical / +6% temporal / +34% fire / +9% lightning / +7% cold Changes damage: +9% mind Mental save: +20 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
radiant stralite mail armour of Eyal (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +26% blight / +26% darkness Life regen: +3.40 Maximum life: +88.00 Light radius: +2 Healing mod.: +25% A suit of armour made of mail. |
stralite mail armour 'Kafang' (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 19 acid / 20 fire Damage when hit (Melee): 14 acid / 15 fire Changes stats: +8 Cun / +8 Wil Changes resistances: +66% acid / +22% fire Reduces incoming crit damage: 5.00% Mental save: +22 (+4 eff.) Disease immunity: +10% Silence immunity: +10% Mental crit. chance: +4% A suit of armour made of mail. |
Chargeblur the voratun mail armour (5 def, 20 armour) =s-nest=Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 8 darkness / 8 mind Changes stats: +10 Str Changes resistances: +11% acid / +28% physical / +17% darkness / +13% cold / +42% lightning / +12% fire Changes resistances penetration: +15% lightning / +10% darkness / +20% mind Changes damage: +9% mind Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 29 power out of 80/80) : Effective talent level: 3.0 Power cost: 29 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 265.37 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Sparkpain the voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 11 light / 8 lightning Changes stats: +2 Dex / +6 Wil Changes resistances: +30% blight / +30% fire / +30% darkness Changes resistances penetration: +10% lightning / +5% mind Changes damage: +6% mind Life regen: +3.90 Hate when firing a critical mind attack: +3.00 Maximum life: +94.00 Light radius: +4 Infravision radius: +3 Healing mod.: +27% A suit of armour made of mail. |
Splendourwinnow (5 def, 10 armour) =nice-HM=Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +10% Damage when hit (Melee): 19 physical Changes stats: +2 Dex / +7 Wil Changes resistances: +6% light Grants telepathy: Demon/Minor Demon/Major Life regen: +7.90 Maximum life: +200.00 Healing mod.: +48% A suit of armour made of mail. |
fearforged voratun mail armour of thunder (5 def, 10 armour) =stats=Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +25 (+6 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +31% Changes stats: +10 Str / +10 Mag / +10 Wil / +8 Con Changes resistances: +19% lightning / +15% fire / -19% light / +15% darkness Physical save: +10 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +10 (+2 eff.) Spellpower: +25 (+2 eff.) Spell crit. chance: +10% Mindpower: +21 (+2 eff.) Mental crit. chance: +10% A suit of armour made of mail. |
fearforged voratun mail armour of thunder (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +24 (+6 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +31% Changes stats: +9 Str / +10 Mag / +10 Wil / +10 Con Changes resistances: +20% lightning / +15% fire / -18% light / +15% darkness Physical save: +9 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Spellpower: +25 (+2 eff.) Spell crit. chance: +9% Mindpower: +23 (+2 eff.) Mental crit. chance: +10% A suit of armour made of mail. |
voratun mail armour 'Falyrekor' (11 def, 20 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +11 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +16% Changes stats: +9 Cun / +6 Wil Changes resistances: +43% acid / +13% physical / +13% fire / +13% lightning / +13% cold Changes damage: +9% mind Spell save: +9 (+1 eff.) Mental save: +20 (+4 eff.) Disease immunity: +25% Silence immunity: +15% Confusion immunity: +20% Psi when hit: +0.12 A suit of armour made of mail. |
voratun mail armour 'Gloomlore' (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +31% Changes stats: +10 Str / +10 Con Changes resistances: +18% acid / +15% physical / -19% light / +24% fire / +29% temporal / +35% darkness Changes resistances penetration: +15% acid / +20% fire Changes damage: +6% acid / +15% darkness Physical save: +10 (+3 eff.) Spell save: +9 (+1 eff.) Mental save: +10 (+2 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Daysting (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 12 physical Changes resistances: +18% fire / +7% mind / +9% light Changes resistances penetration: +10% temporal Changes damage: +6% light Mental save: +16 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of metal plates. |
Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Beidil the stralite plate armour (7 def, 13 armour) =11111=Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +16% Changes stats: +2 Dex / +3 Mag / +11 Wil / +5 Cun Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Life regen: +3.40 Maximum life: +88.00 Healing mod.: +22% A suit of armour made of metal plates. |
Cuirass of the Thronesmen (20 def, 32 armour) =really=Requires: - Strength 44 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+5 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+10 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
fortifying stralite plate armour of Eyal (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Con Life regen: +2.90 Maximum life: +133.00 Healing mod.: +22% A suit of armour made of metal plates. |
stralite plate armour 'Mirewake' (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * 34% chance to corrode armour by 30% * Slows global speed by 34% * 34% chance to blind Changes resistances: +12% nature / +27% temporal Changes resistances penetration: +20% nature / +28% light Light radius: +3 A suit of armour made of metal plates. |
Brenadig (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 12 light Changes stats: +6 Wil Changes resistances: +20% blight / +26% darkness / +10% mind Changes damage: +6% arcane Critical mult.: +5.00% Spell save: +3 (+0 eff.) Mental save: +22 (+4 eff.) Life regen: +3.40 Maximum life: +90.00 Light radius: +2 Infravision radius: +3 Healing mod.: +30% A suit of armour made of metal plates. |
Brenugar the voratun plate armour (24 def, 23 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +24 (+6 eff.) Fatigue: +41% Changes stats: +4 Cun / +9 Con Changes resistances: +29% temporal / +13% fire / -14% light / +11% darkness Changes damage: +3% mind Physical save: +9 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +47 (+9 eff.) Mana each turn: +0.16 Psi when hit: +0.08 Maximum mana: +60.00 Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. |
Nerolle the Kindlespiker (24 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +24 (+6 eff.) Fatigue: +26% Effects on melee hit: * 26 arcane resource burn * 15% chance to corrode armour by 30% Changes stats: +6 Cun Changes resistances: +6% light / +6% fire / +20% blight / +28% cold / +19% nature / +6% arcane Changes resistances penetration: +10% fire Changes damage: +3% acid Spell save: +40 (+6 eff.) Mental save: +25 (+5 eff.) A suit of armour made of metal plates. |
Shadowpiercer (9 def, 24 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +24 Defense: +9 (+2 eff.) Fatigue: +17% Changes stats: +10 Str / +4 Mag Changes resistances: +15% physical / +32% darkness / +30% fire Changes damage: +9% physical Physical save: +15 (+4 eff.) Mental save: +9 (+2 eff.) Maximum hate: +6.00 Mental crit. chance: +4% Light radius: +5 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+4 eff.) Spell save: +25 (+4 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Yvoyaldanor (9 def, 24 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 (+2 eff.) Fatigue: +17% Damage when hit (Melee): 12 blight Changes stats: +1 Mag Changes resistances: +30% acid / +26% lightning Physical save: +13 (+3 eff.) Spell save: +6 (+1 eff.) Mana each turn: +0.12 Vim when firing critical spell: +3.00 Spellpower: +4 (+0 eff.) A suit of armour made of metal plates. |
voratun plate armour 'Healwrecker' (15 def, 20 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +20 Defense: +15 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 28 light Changes stats: +2 Dex / +12 Wil Changes resistances: +60% blight / +3% physical / +60% darkness / +3% nature Changes resistances penetration: +15% arcane / +15% physical Physical save: +6 (+2 eff.) Maximum life: +43.00 Light radius: +4 A suit of armour made of metal plates. |
Elydalle the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% mind / +6% acid Changes resistances penetration: +15% acid Changes damage: +27% mind Reduced damage from: +18% Summoned A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Runygrim the FlashrazorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 12 light / 12 fire Changes resistances: +27% fire Spell save: +7 (+1 eff.) Light radius: +1 Size category: +1 A belt that goes around your waist. |
insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Life regen: +0.90 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt 'Lelaldir'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% cold / +12% nature / +18% fire Reduces incoming crit damage: 10.00% Spell save: +30 (+5 eff.) Mental save: +6 (+1 eff.) Pinning immunity: +10% Stun/Freeze immunity: +15% Spellpower: +4 (+0 eff.) A belt that goes around your waist. |
rough leather belt 'Zanalavor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% acid / +9% fire / +5% arcane / +6% cold Mental save: +30 (+6 eff.) Disease immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Size category: +0 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. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+1 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Silutta =11111=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Physical power: +4 (+1 eff.) Armour: +6 Changes stats: +2 Dex Maximum life: +73.00 A belt that goes around your waist. |
Duathelbore the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 24 darkness / 16 fire Changes resistances: +15% fire / +7% arcane / +21% nature Changes resistances penetration: +30% darkness / +39% nature Changes damage: +12% darkness / +21% arcane Maximum encumbrance: +41 A belt that goes around your waist. |
OlukalthorainCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +5 Wil Changes resistances: +7% arcane Changes resistances penetration: +25% mind / +15% blight Changes damage: +9% arcane / +21% blight Grants telepathy: All Spell save: +15 (+2 eff.) Mental save: +53 (+10 eff.) Maximum hate: +2.00 Maximum psi: +50.00 Size category: +1 A belt that goes around your waist. |
Shockdream the drakeskin leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +5 Str / +5 Dex / +3 Mag / +3 Cun / +3 Con Changes resistances: +9% lightning / +15% fire Changes resistances penetration: +15% lightning Changes damage: +18% lightning Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Mindpower: +12 (+1 eff.) Light radius: +4 Infravision radius: +4 A belt that goes around your waist. |
TreepassionInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +6 Mag / +3 Wil / +5 Cun Changes resistances: +18% nature / +9% fire Changes resistances penetration: +15% nature Reduces incoming crit damage: 18.00% Maximum life: +59.00 See invisible: +9 A belt that goes around your waist. |
blurring drakeskin leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Stealth bonus: +15 Maximum life: +84.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +28.00 Maximum pos.energy: +37.00 Maximum neg.energy: +38.00 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
drakeskin leather belt 'Growthobsidian'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +11 Defense: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 36% Damage when hit (Melee): 16 light Changes stats: +6 Mag / +12 Wil Changes resistances: +6% nature / +6% light Changes damage: +3% darkness Physical save: +25 (+6 eff.) Mental save: +15 (+3 eff.) Maximum life: +110.00 Spell crit. chance: +6% Light radius: +3 A belt that goes around your waist. |
drakeskin leather belt 'Lustreroar' =con_12=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +26 (+6 eff.) Changes stats: +6 Str / +12 Con Changes resistances: +6% light / +6% temporal Changes resistances penetration: +15% light Physical save: +12 (+3 eff.) Spell save: +33 (+5 eff.) Mental save: +15 (+3 eff.) Maximum vim: +10.00 Spellpower: +4 (+0 eff.) Mindpower: +8 (+1 eff.) Damage Shield penetration: +20% Size category: +2 A belt that goes around your waist. |
drakeskin leather belt 'Mucusgasher'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Effects on melee hit: * 30 arcane resource burn Changes resistances: +24% temporal / +9% light / +8% arcane Changes resistances penetration: +20% nature Changes damage: +36% nature / +30% fire Physical save: +25 (+6 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Porowe' =13_con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +7 Damage when hit (Melee): 12 physical Changes stats: +5 Dex / +13 Con Mental save: +12 (+2 eff.) Only die when reaching: -80.00 life Maximum stamina: +25.00 Mindpower: +6 (+0 eff.) Light radius: +3 See invisible: +18 A belt that goes around your waist. |
drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Critical mult.: +14.00% A belt that goes around your waist. |
reinforced drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +14 (+4 eff.) Physical save: +19 (+5 eff.) A belt that goes around your waist. |
reinforced drakeskin leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +15 (+4 eff.) Physical save: +23 (+6 eff.) Maximum life: +109.00 Maximum mana: +76.00 Maximum stamina: +63.00 Maximum hate: +18.00 Maximum psi: +35.00 Maximum vim: +37.00 Maximum pos.energy: +38.00 Maximum neg.energy: +30.00 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
skylord's drakeskin leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +6 Str / +7 Dex / +7 Wil / +7 Cun Critical mult.: +14.00% Physical save: +20 (+5 eff.) Spell save: +19 (+3 eff.) Mental save: +17 (+3 eff.) A belt that goes around your waist. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour) =naja=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Halechik (2 def, 0 armour) =new=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +9% acid Changes damage: +24% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +20 (+4 eff.) Mindpower: +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayyssra the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to disease Changes stats: +2 Dex / +2 Mag / +5 Wil / +2 Cun Changes resistances: +3% blight Changes damage: +6% temporal Mental save: +8 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phoenixbearer the cashmere cloak (2 def, 0 armour) =11111=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 fire Changes stats: +4 Str / +4 Dex Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Maximum life: +35.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Umbraquell (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 darkness / 12 lightning Changes resistances: +8% acid / +8% fire / +26% lightning / +8% cold Changes resistances penetration: +15% darkness Changes damage: +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Murkwyrd' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% blight / +6% temporal / +9% light / +12% acid Changes resistances penetration: +5% acid Maximum life: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of fog (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +10 (+3 eff.) Changes stats: +4 Cun / +3 Dex 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. |
restorative cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% nature / +16% blight Life regen: +1.90 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Dex / +2 Mag / +2 Wil / +2 Cun Spell save: +7 (+1 eff.) Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of the guardian (13 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+3 eff.) Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Physical save: +17 (+4 eff.) Spell save: +16 (+2 eff.) Mental save: +19 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepsspawn the elven-silk cloak (3 def, 19 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +19 Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Mag / +6 Wil / +6 Con Changes resistances: +30% cold / +3% darkness / +6% light Reduces incoming crit damage: 5.00% Physical save: +14 (+4 eff.) Spell save: +15 (+2 eff.) Poison immunity: +20% Disarm immunity: +5% Only die when reaching: -40.00 life Maximum life: +110.00 Maximum mana: +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ebonywill of the Blightspawn (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +5 Defense: +3 (+1 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 27% chance to disease * 27% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning / 16 light Changes stats: +4 Dex / +4 Wil / +5 Cun Changes resistances penetration: +15% lightning Mental save: +10 (+2 eff.) Maximum life: +95.00 Maximum stamina: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilineldawen the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +20% blight / +9% temporal / +26% nature / +15% light Reduces incoming crit damage: 18.00% Blindness immunity: +15% Disarm immunity: +30% Life regen: +3.00 Maximum vim: +30.00 Healing mod.: +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Noontyphoon the elven-silk cloak (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+8 eff.) Defense: +12 (+3 eff.) Fatigue: -10% Changes resistances: +25% fire / +28% light / +25% darkness Changes resistances penetration: +20% darkness / +15% mind Changes damage: +6% fire / +20% darkness / +3% light Stealth bonus: +36 Mental save: +9 (+2 eff.) Psi when hit: +0.20 Maximum life: +90.00 Maximum stamina: +40.00 Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Umbrastalker of the Blightspawn (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +28 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 20% chance to disease * 33% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid Changes stats: +3 Cun / +3 Dex Changes resistances: +3% darkness / +3% acid Maximum life: +136.00 Maximum stamina: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unrirath the Curepulverizer (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +6 Wil Changes resistances: +6% blight / +6% darkness Grants telepathy: Dragon Spell save: +14 (+2 eff.) Mental save: +15 (+3 eff.) Maximum life: +60.00 Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voriratta the elven-silk cloak (3 def, 18 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +5 Armour: +18 Defense: +3 (+1 eff.) Changes stats: +7 Str / +6 Dex / +6 Cun / +4 Con Changes resistances penetration: +25% physical Physical save: +18 (+5 eff.) Maximum life: +30.00 Maximum stamina: +25.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerura (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Defense: +3 (+1 eff.) Damage when hit (Melee): 20 physical Changes stats: +5 Mag / +6 Wil Grants telepathy: All Critical mult.: +3.00% Physical save: +47 (+12 eff.) Spell save: +15 (+2 eff.) Stamina each turn: +0.40 Maximum mana: +78.00 Maximum hate: +10.00 Mindpower: +4 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of the guardian (16 def, 10 armour) =worn=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +16 (+4 eff.) Physical save: +25 (+6 eff.) Spell save: +16 (+2 eff.) Mental save: +22 (+4 eff.) 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 backstabbing (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +15 Defense: +18 (+5 eff.) Critical mult.: +30.00% Stealth bonus: +15 Physical save: +12 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of backstabbing (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +13 Defense: +3 (+1 eff.) Critical mult.: +29.00% Stealth bonus: +11 Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of Iron Throne (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +20% nature / +20% blight Life regen: +3.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of the hunter (3 def, 0 armour) =HM_30per=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes resistances: +19% nature / +20% blight Life regen: +3.00 Maximum life: +82.00 Maximum stamina: +39.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of the guardian (14 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +14 (+4 eff.) Changes stats: +6 Mag / +6 Wil Physical save: +25 (+6 eff.) Spell save: +40 (+6 eff.) Mental save: +25 (+5 eff.) Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of backstabbing (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Changes resistances: +9% acid / +8% fire / +10% lightning / +10% cold Critical mult.: +26.00% Stealth bonus: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of the guardian (16 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +16 (+4 eff.) Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Physical save: +25 (+6 eff.) Spell save: +25 (+4 eff.) Mental save: +22 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ichorrazor the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Wil / +3 Cun / +4 Con Changes resistances: +9% nature Changes resistances penetration: +20% nature Changes damage: +6% nature Grants telepathy: Dragon Physical save: +17 (+4 eff.) Mental save: +18 (+3 eff.) Equilibrium when hit: +0.16 Light radius: +2 A pair of boots made of leather. |
Velymithra (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +6% lightning / +2% physical Grants telepathy: Dragon Physical save: +15 (+4 eff.) Mental save: +13 (+2 eff.) Silence immunity: +64% Confusion immunity: +60% Stun/Freeze immunity: +59% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Yvoldamira (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +3 Mag / +4 Wil / +5 Con Changes resistances: +3% physical Reduces incoming crit damage: 17.00% Mental save: +30 (+6 eff.) Stamina each turn: +1.40 Heals friendly targets nearby when you use a nature summon: +50 It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 15 turns. A pair of boots made of leather. |
invigorating pair of hardened leather boots of disengagement (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +4 Cun / +3 Dex Stamina each turn: +0.50 Maximum life: +48.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump 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 89% 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 hardened leather boots 'Neriramira' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +4 Str / +4 Con Changes resistances: +18% light / +12% darkness Reduces incoming crit damage: 10.00% Spell save: +9 (+1 eff.) Silence immunity: +15% Knockback immunity: +10% Only die when reaching: -60.00 life It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
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 Fatigue: +3% Changes stats: +7 Lck / +6 Dex Stealth bonus: +7 Stamina each turn: +0.40 Maximum stamina: +16.00 A pair of boots made of leather. |
Grinudubers (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +3 Con Changes resistances: +14% fire / +15% cold Changes resistances penetration: +10% mind Reduces incoming crit damage: 10.00% Silence immunity: +39% Confusion immunity: +37% Stun/Freeze immunity: +40% See invisible: +6 Movement speed: +20% A pair of boots made of leather. |
Isuvea (20 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +11 Defense: +20 (+5 eff.) Fatigue: -3% Changes stats: +4 Dex Critical mult.: +3.00% Maximum encumbrance: +34 Physical save: +11 (+3 eff.) Stamina each turn: +0.60 Spellpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 17 (based on Magic), costing 13 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Xaneta (0 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Effects on melee hit: * 37% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +29% acid / +14% cold / +15% fire / +6% arcane / +15% lightning Changes resistances penetration: +25% arcane Changes damage: +6% mind Physical save: +15 (+4 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+3 eff.) Spellpower: +5 (+0 eff.) A pair of boots made of leather. |
pair of iron boots 'Polerin' (13 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Defense: +13 (+3 eff.) Ranged Defense: +13 (+3 eff.) Fatigue: +2% Changes stats: +4 Mag Reduces incoming crit damage: 20.00% Spell save: +12 (+2 eff.) Poison immunity: +15% Cut immunity: +15% Confusion immunity: +35% Teleport immunity: +20% Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Life regen: +1.50 Stamina each turn: +0.40 Maximum stamina: +12.00 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bleakwrest of the Blightspawn (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 38% chance to disease * 37% chance to inflict 15% damage reduction Changes stats: +4 Cun / +4 Dex Changes resistances: +11% fire / +10% cold Changes resistances penetration: +10% arcane Spell save: +9 (+1 eff.) Vim when firing critical spell: +2.00 Spellpower: +6 (+0 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 150% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Runoleg the Sunquell (0 def, 4 armour) =11111=Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 blight / 16 arcane Changes stats: +3 Wil / +3 Mag Changes resistances: +21% darkness / +18% temporal Changes resistances penetration: +16% temporal / +16% darkness / +20% light Changes damage: +6% arcane Spell save: +33 (+5 eff.) Vim when firing critical spell: +4.00 Light radius: +3 Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% 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 dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Con Physical save: +13 (+3 eff.) Mental save: +16 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brenelakath the Hellfiend (0 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 47% chance to inflict 15% damage reduction Damage when hit (Melee): 12 lightning / 8 fire / 12 darkness Changes resistances: +6% lightning / +9% nature Changes resistances penetration: +25% fire Changes damage: +18% lightning / +18% fire / +12% darkness / +30% nature Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Namira the pair of voratun boots (0 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -4% Effects on melee hit: * 20% chance to disease Changes stats: +2 Cun / +3 Dex Changes resistances: +9% blight Spell save: +3 (+0 eff.) Stamina each turn: +0.80 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +54.00 Spellpower: +4 (+0 eff.) Infravision radius: +2 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 150% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Darkwarden (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: -5% Damage when hit (Melee): 8 acid / 4 physical Changes stats: +6 Str / +6 Con Changes resistances: +6% acid / +30% temporal / +26% darkness Changes resistances penetration: +38% darkness / +19% temporal Stamina each turn: +1.20 Maximum life: +60.00 Movement speed: +10% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glatira the Blazestreaker (0 def, 25 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 lightning Changes resistances: +15% lightning / +13% fire / +9% nature / +24% cold Changes damage: +9% lightning Infravision radius: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkimmortal of the Blightspawn (0 def, 5 armour)Requires: - Talent Heavy Armour Training 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 when hit in melee: * 37% chance to disease * 28% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +5 Wil / +6 Cun / +11 Con Changes resistances: +6% blight / +17% fire / +9% lightning / +12% cold Changes resistances penetration: +9% physical Changes damage: +9% darkness Physical save: +22 (+6 eff.) Spell save: +9 (+1 eff.) Mental save: +25 (+5 eff.) Mindpower: +6 (+0 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Obsidianbloom of the Blightspawn (10 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 8 fire Changes stats: +3 Str / +5 Cun / -1 Con Changes resistances: +9% blight Changes damage: +9% blight / +12% fire It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porythra the Blastfury (0 def, 5 armour) =s-nest=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 40% chance to blind * 30% chance to daze at end of turn Damage when hit (Melee): 24 lightning Changes stats: +4 Mag / +5 Wil Changes resistances: +6% acid Changes resistances penetration: +5% lightning Changes damage: +6% acid Silence immunity: +46% Confusion immunity: +48% Stun/Freeze immunity: +49% Stamina each turn: +1.30 Mana each turn: +0.56 Maximum mana: +60.00 Maximum stamina: +21.00 Spell crit. chance: +5% Light radius: +1 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 (0 def, 5 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of rushing (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 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 Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +49% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Poradhewen the Morbussquall (0 def, 1 armour) =test-gem=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Mag Changes resistances: +15% nature / +5% arcane Changes damage: +5% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Siliyavea (9 def, 1 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +12% acid / +2% physical / +6% darkness / +7% blight / +7% arcane / +9% lightning Damage affinity(heal): +6% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +10 (+1 eff.) Mental save: +6 (+1 eff.) Knockback immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 14 power out of 24/24) : Effective talent level: 2.0 Power cost: 14 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 539.79 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Physical power: +0 (+0 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 (+0 eff.) Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 190.51 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Sunpulverizer the hardened leather gloves (0 def, 2 armour) =11111=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes damage: +9% light Physical save: +13 (+3 eff.) Spell save: +4 (+0 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +35% Light radius: +3 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Shadowwild' (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +6 Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun / +6 Dex Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +10% darkness Life regen: +1.50 Stamina each turn: +0.80 Maximum stamina: +25.00 It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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. |
Fist of the Destroyer (8 def, 0 armour) =ok=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 5.0 Power cost: 7 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 626.95 fire damage and 425.06 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Magmavice (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +12 Mag / +9 Cun / +5 Con Changes resistances: +10% light / +10% darkness Changes resistances penetration: +15% fire Changes damage: +10% arcane / +3% fire Critical mult.: +15.00% Physical save: +29 (+7 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +27% Psi when hit: +0.08 Mindpower: +4 (+0 eff.) Infravision radius: +2 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: 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. |
Searwinnow the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 20 temporal / 40 darkness / 32 mind Damage (Ranged): 20 temporal Changes stats: +4 Str / +5 Dex / +1 Mag / +2 Wil / +7 Cun Changes resistances: +14% temporal Changes resistances penetration: +20% fire Changes damage: +3% fire / +14% temporal Grants telepathy: Humanoid/Orc Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Mental save: -5 (-1 eff.) Mindpower: +10 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zerikan the drakeskin leather gloves (0 def, 13 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +14 Physical power: +15 (+4 eff.) Armour: +13 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 physical / 24 darkness / 28 mind Changes resistances: +15% blight Changes damage: +11% physical Spell save: +23 (+3 eff.) Mental save: -5 (-1 eff.) Disarm immunity: +20% Pinning immunity: +10% Mindpower: +10 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zubuta (0 def, 5 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +5 Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Damage (Melee): 15 lightning / 15 nature Changes stats: +5 Cun Changes resistances: +8% lightning / +11% darkness / +3% fire / +10% nature / +6% acid Changes damage: +11% lightning / +9% nature Maximum stamina: +15.00 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.2 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves (0 def, 3 armour)1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Daimegund' (0 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 9 acid / 9 fire / 25 cold / 10 lightning Changes stats: +5 Mag / +7 Wil Changes resistances: +9% cold Changes damage: +3% blight / +10% cold Spell save: +20 (+3 eff.) Mental save: +15 (+3 eff.) Maximum life: +76.00 Maximum mana: +100.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Koriruidig' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +3 Damage (Melee): 8 acid / 14 darkness / 5 fire / 7 lightning / 10 cold Changes stats: +5 Str / +3 Mag / +4 Wil / +2 Cun / +1 Con Changes resistances: +15% darkness Changes damage: +6% darkness / +3% physical Maximum life: +10.00 Maximum stamina: +20.00 See invisible: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gunylehek the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 cold Changes resistances: +7% cold Changes damage: +6% cold Critical mult.: +25.00% Mental save: +30 (+6 eff.) Maximum hate: +4.00 Mindpower: +6 (+0 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Ruthless Grip (0 def, 5 armour)Requires: - Talent 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% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 570.39 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Camobers (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +6 Cun / +5 Mag Changes resistances: +10% light / +10% darkness Spell save: +9 (+1 eff.) Mental save: +37 (+7 eff.) Stun/Freeze immunity: +10% Teleport immunity: +10% Life regen: +4.00 Stamina each turn: +2.00 Mana each turn: +0.37 Maximum mana: +80.00 Maximum stamina: +40.00 Spellpower: +16 (+1 eff.) Spell crit. chance: +10% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.3 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 355.21 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Vorytha the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 10% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 15 lightning Damage when hit (Melee): 4 temporal Changes resistances: +10% lightning / +5% arcane / +3% blight Changes damage: +10% lightning Critical mult.: +15.00% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.39 Spell crit. chance: +20% Mental crit. chance: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
voratun gauntlets 'Rotshear' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +14 Physical power: +14 (+3 eff.) Armour: +3 Changes stats: +2 Wil Changes resistances: +12% temporal / +6% light / +24% blight / +6% cold / +7% arcane Changes damage: +6% nature Critical mult.: +25.00% Spell save: +21 (+3 eff.) Mental save: +47 (+9 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +3% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 18 arcane Changes stats: +10 Mag / +10 Wil Changes resistances: +7% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Radhurehek' (1 def, 0 armour) =giat=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% temporal / +9% light / +9% blight / +16% cold / +5% arcane Changes damage: +11% cold A pointy cloth hat, very wizardly... |
Heatstalker the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Mag / +17 Wil / +15 Cun Changes resistances: +9% lightning / +30% fire / +9% light Changes resistances penetration: +20% fire Changes damage: +20% fire Spell save: +6 (+1 eff.) Mental save: +28 (+5 eff.) Confusion immunity: -20% Fear immunity: -20% Mindpower: +6 (+0 eff.) Mental crit. chance: +7% Light radius: +3 It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 759 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Polana the elven-silk wizard hat (3 def, 8 armour) =s-nest=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +7 Mag / +15 Wil Changes resistances: +6% nature / +3% fire Changes damage: +9% darkness / +7% temporal / +15% light / +15% physical Physical save: +35 (+9 eff.) Poison immunity: +25% Disease immunity: +10% Spellpower: +5 (+0 eff.) A pointy cloth hat, very wizardly... |
Shimmerusher the elven-silk wizard hat (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 36% chance to daze at end of turn Changes stats: +6 Wil Changes resistances: +30% cold Changes resistances penetration: +25% mind Changes damage: +20% cold Grants telepathy: Dragon Equilibrium when hit: +0.16 Psi when hit: +0.16 Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of arcana (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +6 Wil Changes damage: +13% acid / +10% lightning / +15% fire / +12% arcane / +15% cold Spellpower: +5 (+0 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Moldwinter' (3 def, 0 armour) =new=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.) Damage when hit (Melee): 4 nature Changes stats: +5 Mag / +2 Wil / +7 Con Changes resistances: +3% nature Changes damage: +11% temporal / +10% light / +13% physical / +16% arcane / +14% darkness Grants telepathy: Demon/Minor Demon/Major Mental save: +10 (+2 eff.) Psi each turn: +0.36 Maximum psi: +30.00 Mindpower: +11 (+1 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 7.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 31 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Nimbusvalor' (3 def, 7 armour) =s-nest=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +6 Con Changes resistances: +6% lightning / +8% temporal / +8% light / +8% fire / +8% nature / +6% acid / +7% physical / +11% blight / +8% cold / +8% darkness Changes damage: +6% lightning Spell save: +20 (+3 eff.) Teleport immunity: +5% Mana each turn: +2.20 Mana when hit: +2.20 Maximum mana: +110.00 Spellpower: +8 (+0 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 47 cooldown : Effective talent level: 1.0 Power cost: 47 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 17 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 371.69 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Pitchlady' (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.) Damage when hit (Melee): 8 mind / 8 arcane Changes stats: +9 Cun Changes resistances: +18% mind / +6% darkness Changes resistances penetration: +5% arcane / +10% darkness Changes damage: +9% darkness Mental save: +12 (+2 eff.) Life regen: +6.00 Mana each turn: +0.40 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Salyldayatha' (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.) Changes stats: +7 Mag / +14 Wil / +7 Cun Changes resistances: +3% acid / +6% fire / +9% mind / +6% temporal Mental save: +10 (+2 eff.) Disease immunity: +10% Teleport immunity: +5% Equilibrium when hit: +3.00 Psi when hit: +2.50 Hate when hit: +3.00 Only die when reaching: -40.00 life Spellpower: +5 (+0 eff.) Mindpower: +6 (+0 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Splendourveil' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +10 Cun / +12 Wil Changes resistances: +25% lightning / +6% light Changes resistances penetration: +25% light Changes damage: +17% lightning / +3% darkness Mental save: +13 (+2 eff.) Confusion immunity: -20% Fear immunity: -20% Mindpower: +5 (+0 eff.) Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 759 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Sunsmash' (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.) Changes stats: +3 Str / +4 Mag / +4 Wil / +10 Cun / +4 Con Changes resistances: +30% darkness / +20% mind Changes resistances penetration: +33% light Changes damage: +9% temporal / +20% darkness / +20% mind Mental save: +14 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing elven-silk wizard hat of knowledge (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +17 Wil Physical save: +15 (+4 eff.) Mindpower: +5 (+0 eff.) A pointy cloth hat, very wizardly... |
starseer's elven-silk wizard hat of decomposition (3 def, 0 armour) =res=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +8% lightning / +8% temporal / +7% light / +8% fire / +8% nature / +8% acid / +8% blight / +8% cold / +5% darkness Changes damage: +13% darkness / +15% temporal / +13% light / +15% physical A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 177.93 to 533.78 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +11 (+3 eff.) A cap made of leather. |
Bleakclash of the Blightspawn (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 31% chance to corrode armour by 30% Effects when hit in melee: * 33% chance to disease * 38% chance to inflict 15% damage reduction Damage when hit (Melee): 8 acid / 8 arcane Changes stats: +14 Mag Changes resistances: +6% acid / +24% darkness / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +16% darkness Spell save: +22 (+3 eff.) A pointy cloth hat, very wizardly... |
Eilinelaith the hardened leather cap (9 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +3 Str Changes resistances: +9% lightning / +5% temporal / +6% light Spell save: +30 (+5 eff.) A cap made of leather. |
Emelybrethra the Pitchclamor (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 darkness / 4 acid Changes stats: +5 Cun Changes resistances: +22% light / +3% acid Changes damage: +15% light / +6% darkness Mental save: +8 (+1 eff.) Life regen: +2.90 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
Infernoviper the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +1 Dex / +3 Cun / +3 Con Changes resistances: -19% light / +12% fire Physical save: +20 (+5 eff.) Pinning immunity: +15% Knockback immunity: +15% Life regen: +3.60 Only die when reaching: -80.00 life A cap made of leather. |
Kindlevault (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +6% nature / +5% arcane / +8% mind Changes damage: +3% fire / +11% mind / +13% arcane Reduces incoming crit damage: 10.00% Physical save: +18 (+5 eff.) Spell save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Cut immunity: +5% Maximum mana: +46.00 Maximum psi: +20.00 Mindpower: +7 (+0 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
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 (+1 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 60% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 64%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+1 eff.) Mindpower: +12 (+1 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 58 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Blackclamor of the Blightspawn (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects when hit in melee: * 37% chance to disease * 27% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid Changes stats: +5 Cun / +9 Mag Changes resistances: +25% light / +3% acid Changes damage: +17% light Critical mult.: +15.00% Spell save: +11 (+1 eff.) Life regen: +3.30 Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
Charhunter (0 def, 5 armour) =17_con=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +1% Damage when hit (Melee): 12 fire Changes stats: +5 Str / +17 Con Changes resistances: +14% fire / +6% arcane / +14% cold Infravision radius: +3 A cap made of leather. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Flashnoon the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +2 Dex / +13 Wil / +9 Con Changes resistances: +21% blight / +3% lightning Changes resistances penetration: +5% lightning Grants telepathy: Humanoid/Orc Physical save: +36 (+9 eff.) Mental save: +25 (+5 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Infernoimmortal (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 fire Changes stats: +15 Dex / +5 Wil / +9 Cun Changes resistances: +23% darkness / +9% fire Changes resistances penetration: +5% fire Changes damage: +15% light / +6% fire Mindpower: +6 (+0 eff.) Light radius: +1 Infravision radius: +8 A cap made of leather. |
Mayosemira (3 def, 4 armour) =stats=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +12 Str / +4 Dex / +2 Mag / +10 Wil Changes resistances: +9% fire Physical save: +23 (+6 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +15% A pointy cloth hat, very wizardly... |
Woereaper (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +16 Cun / +8 Wil Changes resistances: +3% acid / +9% cold / +12% lightning / +30% fire Changes damage: +6% darkness / +20% fire Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Mental save: +37 (+7 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 911 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Loamrip' (8 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 temporal Changes stats: +7 Str / +5 Wil Changes resistances: +15% physical / +9% fire / +9% temporal / +14% cold / +3% nature / +4% all Changes resistances penetration: +20% nature Physical save: +27 (+7 eff.) A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 300.24 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Arcdream (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 physical Changes stats: +5 Dex Changes resistances: +4% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Coalkiss (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +10 Dex / +3 Mag Changes damage: +6% darkness Physical save: +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 35 power out of 60/60) : Effective talent level: 1.0 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +13 Wil / +10 Mag Changes resistances: +6% blight / +5% arcane Changes damage: +19% blight / +21% arcane Maximum mana: +20.00 Maximum vim: +25.00 Spell crit. chance: +6% It can be used to activate talent Vimsense (costing 15 power out of 45/45) : Effective talent level: 2.0 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 75%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Helm of the Dominated (0 def, 9 armour)Requires: - Talent 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 (+1 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. |
bladed dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +3 Str It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 442.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's dwarven-steel helm (0 def, 4 armour) =11111=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +11% nature Spell save: +8 (+1 eff.) Maximum life: +65.00 Healing mod.: +19% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)Requires: - Talent 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 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Belima (9 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Changes resistances: +38% acid / +30% fire / +30% lightning / +27% cold Physical save: +30 (+8 eff.) Mental save: +47 (+9 eff.) Disarm immunity: +10% Pinning immunity: +10% Spellpower: +6 (+0 eff.) Infravision radius: +4 Damage Shield penetration: +60% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glintoracle the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 light Changes stats: +8 Mag / +18 Wil Changes resistances: +14% lightning / +15% temporal / +6% light / +15% blight / +6% fire / +6% arcane Changes resistances penetration: +30% arcane / +20% light Changes damage: +20% blight / +18% arcane Mental save: +14 (+3 eff.) Spell crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Govon (0 def, 9 armour) =argument=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +18 Str / +13 Dex / +5 Cun / +5 Con Changes resistances: +9% cold / -40% light / +9% darkness Cut immunity: +5% Stun/Freeze immunity: +10% Teleport immunity: +10% Life regen: +8.80 Stamina each turn: +0.60 Maximum stamina: +5.00 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 442.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivybeth the Stormstrider (6 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 16 arcane Changes stats: +7 Str / +5 Dex / +5 Cun Changes resistances: +11% fire / +25% cold Changes resistances penetration: +15% lightning Allows you to breathe in: water Physical save: +30 (+8 eff.) Stamina each turn: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Olilathamnir the Blindquarry (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to blind * 15% chance to daze at end of turn Damage when hit (Melee): 10 physical Changes stats: +17 Str / +10 Wil / +5 Con Changes resistances: +6% light / +14% physical Changes damage: +15% light / +15% mind Physical save: +15 (+4 eff.) Hate when firing a critical mind attack: +2.00 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 442.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadevenom of the Blightspawn (6 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +13 Defense: +6 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 31% chance to disease * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 9 physical Changes stats: +8 Str / +4 Con Changes resistances: +3% physical / +6% all Physical save: +24 (+6 eff.) Only die when reaching: -60.00 life It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 442.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Splendourhash the voratun helm (12 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +9 Wil / +9 Cun / +7 Con Changes resistances: +18% blight / +2% physical / +6% nature Physical save: +30 (+8 eff.) Mental save: +44 (+9 eff.) Knockback immunity: +10% Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wretchmalice the voratun helm (0 def, 5 armour) =s-nest=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +17 Str / +1 Mag / +7 Wil Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Changes damage: +3% arcane Critical mult.: +10.00% Physical save: +15 (+4 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's voratun helm of blood magic (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +8 Mag / +12 Wil Changes damage: +19% blight / +18% arcane Mental save: +13 (+2 eff.) Spell crit. chance: +5% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Aerylegar' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +5 Fatigue: +5% Changes stats: +8 Wil Changes resistances: +15% blight / +21% mind / +17% light / +18% darkness Critical mult.: +9.00% Mental save: +39 (+8 eff.) Confusion immunity: +50% Spellpower: +4 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
35 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
35 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
35 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
29 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning StarPowered 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, costing 18 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. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Windborne AzuritePowered 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
1904 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
52 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
56 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
117 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
40 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
41 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
BlazewolfCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes resistances: +15% lightning Changes resistances penetration: +5% temporal Changes damage: +6% lightning Light radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Bleakbone of the BlightspawnInfused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 24% chance to disease * 26% chance to inflict 15% damage reduction Changes resistances: +6% blight / +9% fire Changes resistances penetration: +7% all Changes damage: +27% blight Physical save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +6% Light radius: +4 Healing mod.: +14% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Darkhacker the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes resistances: +18% acid / +6% physical / +15% darkness Physical save: +30 (+8 eff.) Mental save: +45 (+9 eff.) Blindness immunity: +25% Disarm immunity: +25% Light radius: -8 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. |
LightningnaughtInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +21% acid / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +9% lightning Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +5 See invisible: +6 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. |
NoonmightCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +25% light Maximum psi: +20.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Light radius: +4 Heals friendly targets nearby when you use a nature summon: +20 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Blindraven'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% acid / +3% cold / +3% light / +12% darkness Changes damage: +6% darkness Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Glimmerquencher'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +5 Wil / +8 Con Changes resistances: +12% light Physical save: +15 (+4 eff.) Blindness immunity: +26% Confusion immunity: +14% Equilibrium when hit: +0.16 Light radius: +9 See stealth: +9 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.4 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Toredukan' =11111=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Armour: +6 Changes stats: +2 Dex Changes resistances penetration: +7% all Stun/Freeze immunity: +10% Stamina each turn: +0.80 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+1 eff.) Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Wil Changes resistances: +6% fire Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +5 See invisible: +6 Healing mod.: +12% 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. |
Arowen the WillowmasterInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +11 Wil Changes resistances penetration: +15% nature Changes damage: +26% mind Mental save: +30 (+6 eff.) Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Maximum psi: +40.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
CystsliceInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +9% lightning / +15% temporal / +6% nature Changes damage: +12% nature Mental save: +41 (+8 eff.) Teleport immunity: +25% Stamina each turn: +0.60 Light radius: +3 See stealth: +17 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
Elytira the Lustrequeller =giat_asap=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 34% chance to corrode armour by 30% Changes resistances: +18% acid / +11% darkness / +9% light Changes resistances penetration: +20% light / +20% acid Changes damage: +11% light / +6% lightning Damage affinity(heal): +5% light Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 300.24 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Kemas the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Wil / +4 Con Changes resistances: +20% blight / +6% temporal Reduces incoming crit damage: 5.00% Blindness immunity: +34% Confusion immunity: +17% Life regen: +4.40 Maximum life: +64.00 Light radius: +10 See stealth: +13 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
KheladinPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +4 Mag Changes resistances: +18% lightning / +8% cold / +8% temporal Changes damage: +9% arcane Blindness immunity: +25% Stun/Freeze immunity: +15% Vim when firing critical spell: +3.00 Light radius: +3 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Hathagen'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Changes resistances: +9% blight / +12% darkness Spell save: +37 (+6 eff.) Blindness immunity: +38% Disease immunity: +15% Disarm immunity: +15% Confusion immunity: +21% Knockback immunity: +15% Light radius: +8 See stealth: +17 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.4 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Phoenixkiller'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Dex Changes resistances: +21% fire Spell save: +39 (+6 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +30% Stun/Freeze immunity: +20% Mindpower: +7 (+0 eff.) Mental crit. chance: +9% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Yveleda'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +6 Cun Changes resistances: +22% blight Changes resistances penetration: +20% blight / +28% arcane Changes damage: +6% blight / +9% arcane / +24% mind Light radius: -7 Infravision radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
AdayatiraInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Cun Grants telepathy: Dragon Critical mult.: +15.00% Mental save: +12 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +79.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +6% Light radius: +4 Heals friendly targets nearby when you use a nature summon: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blackjustice the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 36% chance to blind Damage when hit (Melee): 28 fire / 12 darkness / 4 temporal Changes resistances: +10% fire / +6% darkness / +6% temporal Changes resistances penetration: +12% all Changes damage: +9% blight Mental save: +11 (+2 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +12% Light radius: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eilinydayawen the GloomwendCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Damage when hit (Melee): 12 darkness Changes stats: +5 Mag Changes resistances: +9% nature Silence immunity: +25% Knockback immunity: +30% Only die when reaching: -60.00 life Light radius: +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
bright dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +15 (+2 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Phoenixrage'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to corrode armour by 30% * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 fire Changes stats: +21 Cun Changes resistances: +9% fire Changes damage: +15% acid Mental save: +15 (+3 eff.) Light radius: -16 Infravision radius: +18 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Shadowoozer'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 darkness Changes resistances: +24% blight Physical save: +20 (+5 eff.) Mental save: +14 (+3 eff.) Maximum life: +10.00 Light radius: +14 See stealth: +25 See invisible: +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern of illusionInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Physical save: +20 (+5 eff.) Spell save: +20 (+3 eff.) Mental save: +19 (+4 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +10% blight Mental save: +14 (+3 eff.) Life regen: +6.50 Light radius: +4 See stealth: +22 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching dwarven lantern of illusionPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire Physical save: +20 (+5 eff.) Spell save: +20 (+3 eff.) Mental save: +20 (+4 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's dwarven lantern of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical save: +11 (+3 eff.) Mental save: +10 (+2 eff.) Light radius: +4 See stealth: +15 See invisible: +25 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 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 894.51 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 894.51 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. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 58 power out of 100/100. The very essence of bearness! |
Mummified Egg-sac of UngolëRequires: - Level 15 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, costing 47 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. This item has been sent to the Item's Vault. |
Rungof's FangRequires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 234 power out of 405/405. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 58 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Tome of Battle0.00 Encumbrance. [Unique] Type: misc / misc It can be used to read the book. This book provides deep insight into Combat. Reading (using) it rewards the player with the possibility to train a talent category or talent. The reward mirrors the reward options after successfully escorting a Lost Warrior. |
Tome of Knowledge0.00 Encumbrance. [Unique] Type: misc / misc It can be used to read the book. A very profound written encyclopedia of Maj'Eyal. Reading (using) it rewards the player with the possibility to train a new talent category, just as if he gained the prodigy Wordly Knowledge. |
Tome of Light and Clear Sight0.00 Encumbrance. [Unique] Type: misc / misc It can be used to read the book. This book mainly consists of prayers and some lessons about tracking. Reading (using) it rewards the player with the possibility to train a talent category or talent. The reward mirrors the reward options after successfully escorting a Lost Anorithil. |
Tome of Staves, Stones and Mindstars0.00 Encumbrance. [Unique] Type: misc / misc It can be used to read the book. This book contains every bit of knowledge about handling staves and mindstars and provides insight into the science of alchemy. Reading (using) it rewards the player with the possibility to train a talent category or talent. The reward mirrors the reward options after successfully escorting a Lone Alchemist. |
Tome of Survival0.00 Encumbrance. [Unique] Type: misc / misc It can be used to read the book. This book teaches surviving in the wild. Reading (using) it rewards the player with the possibility to train a talent category or talent. The reward mirrors the reward options after successfully escorting a Repented Thief. |
Tome of Transcendence0.00 Encumbrance. [Unique] Type: misc / misc It can be used to read the book. This book is full of mysterious jabbering. However, he who can make sense of it might feel enlightened. Reading (using) it rewards the player with one generic and one class specific talent point. |
Tome of Visions0.00 Encumbrance. [Unique] Type: misc / misc It can be used to read the book. This book contains valuable advices about how to enhance one's vision by mystic means. Reading (using) it rewards the player with the possibility to train a talent category or talent. The reward mirrors the reward options after successfully escorting an Injured Seer. |
Bethybeth (dig speed 16 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Str / +2 Dex Changes resistances: +11% nature / +6% mind Changes resistances penetration: +10% arcane Changes damage: +9% blight / +6% nature / +3% mind Spell save: +20 (+3 eff.) Maximum life: +23.00 Maximum stamina: +18.00 Maximum vim: +40.00 Spellpower: +6 (+0 eff.) Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Neruthra the Lavasquall (dig speed 30 turns) =11111=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 12 fire Changes stats: +1 Str Changes resistances: +6% fire Changes resistances penetration: +25% physical Critical mult.: +9.00% Physical save: +7 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of predation (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of wreckage (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +2 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gloralle the Brightwither (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +11 Str / +3 Mag / +4 Cun / +4 Con Changes resistances: +12% mind Changes damage: +6% mind / +6% fire Reduces incoming crit damage: 15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mireblur (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 20 nature / 16 lightning Changes stats: +2 Str Changes resistances: +33% nature Changes damage: +17% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Polyma the Rootpall (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 20 nature Changes stats: +4 Str / +5 Wil Changes damage: +9% mind Psi when hit: +0.08 Maximum psi: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rainknight the dwarven-steel pickaxe (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +6 Str Changes resistances: +9% nature Changes resistances penetration: +10% light / +10% nature Changes damage: +18% nature / +9% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rootnull the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Armour: +6 Changes stats: +4 Str Changes resistances: +13% nature Changes resistances penetration: +20% fire Changes damage: +19% nature Critical mult.: +12.00% Maximum life: +50.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Woeviper the dwarven-steel pickaxe (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Changes stats: +2 Str Changes resistances: +13% nature / +9% acid Changes resistances penetration: +15% darkness / +10% acid Changes damage: +8% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed dwarven-steel pickaxe (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +10 Str / +8 Wil Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Heatguile' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +5 Str / +5 Wil / +8 Cun / +13 Con Changes resistances: +15% fire Changes damage: +9% acid Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 21 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Cun / +2 Str Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dimobsidian of the Blightspawn (dig speed 8 turns) ===8minus1===Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 15% chance to daze at end of turn Effects when hit in melee: * 31% chance to disease * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 4 mind Changes stats: +11 Str / +5 Wil Changes resistances: +15% mind Changes resistances penetration: +10% mind / +25% physical Changes damage: +3% lightning Mental crit. chance: +14% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ebonycut of the Blightspawn (dig speed 7 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Str / +5 Dex / -5 Mag / +5 Cun Changes resistances penetration: +15% mind Changes damage: +15% mind / +14% fire Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Mental save: +10 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Maximum psi: +20.00 Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 794.46 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Urthatir the Lavasage (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +6 Cun / +3 Str Changes resistances: +15% nature / +15% lightning Changes resistances penetration: +25% fire Poison immunity: +20% Silence immunity: +15% Teleport immunity: +30% Only die when reaching: -100.00 life Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Woerain (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes stats: +6 Cun / +3 Str Changes resistances: +20% temporal Changes resistances penetration: +33% nature Changes damage: +18% temporal / +9% nature / +12% darkness Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed voratun pickaxe (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +13 Str / +8 Wil Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed voratun pickaxe (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Str / +10 Wil Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's voratun pickaxe (dig speed 13 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes damage: +15% mind / +13% fire Mental save: +13 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes stats: +3 Str Changes resistances: +9% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Tuloyon' (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +6 Cun / +3 Str Critical mult.: +10.00% Physical save: +15 (+4 eff.) Spell save: +11 (+1 eff.) Mental save: +15 (+3 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.04 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +13 Maximum life: +90.00 Maximum mana: +60.00 Spell crit. chance: +4% Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of deeplife (dig speed 17 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% darkness Damage affinity(heal): +15% darkness Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of endurance (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +8 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's voratun pickaxe (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% nature Changes damage: +10% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 6 power out of 9/9) : Effective talent level: 2.0 Power cost: 6 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 1114.41 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Fortune's EyeRequires: - Level 25 Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.2 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." This item has been sent to the Item's Vault. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 193% of the healing done. This effect scales with your Magic stat., costing 44 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1336.23 fire damage (based on Magic), costing 29 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (1/1)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 15 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 117 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 918.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Gleammaster the steel torque of charged psionic shield [power 59] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Wil Changes resistances: +12% nature Changes damage: +6% light / +15% arcane Talent granted: +3 Telekinetic Blast Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 59 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 11 power out of 35/35) : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 274 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
hateful steel torque of mindblast [power 145] (11/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a range 10 beam dealing 73.95 to 147.90 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
Aeroriwe the dwarven-steel torque of psychoportation [power 42] (11/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +9% blight Changes damage: +6% mind Talent granted: +4 Telekinetic Blast Physical save: +30 (+8 eff.) Spell save: +30 (+5 eff.) Poison immunity: +45% Disease immunity: +20% Stun/Freeze immunity: +10% It can be used to teleport randomly (rad 42), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Mayebrewe the Heatward [power 93] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +9% acid / +9% fire / +18% darkness / +6% lightning Maximum wards: +3 physical / +4 mind / +4 darkness Changes damage: +12% mind Talent granted: +1 Ward Spell save: +12 (+2 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Sootsin the dwarven-steel torque of psychoportation [power 42] (11/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +6 Cun Changes resistances: +15% lightning / +12% mind / +12% darkness Mental save: +12 (+2 eff.) Confusion immunity: +15% Only die when reaching: -83.00 life It can be used to teleport randomly (rad 42), putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield 'Miretickler' [power 93] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +9 Dex / +3 Con Changes resistances penetration: +15% nature Maximum hate: +12.00 Mindpower: +14 (+1 eff.) Mental crit. chance: +4% Light radius: +3 Heals friendly targets nearby when you use a nature summon: +30 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Ce'Nildath [power 3] (11/6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to disease Changes stats: +4 Cun / +3 Wil Changes damage: +3% blight Grants telepathy: Humanoid/Orc Talent granted: +3 Telekinetic Blast Psi when hit: +0.04 Mental crit. chance: +4% It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Cracklepeal [power 221] (11/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 34% chance to corrode armour by 30% Damage when hit (Melee): 12 blight Changes resistances: +12% lightning Changes resistances penetration: +25% lightning / +20% blight / +10% acid Changes damage: +9% arcane Talent granted: +3 Telekinetic Blast Mana when firing critical spell: +4.00 Maximum vim: +30.00 It can be used to fire a blast of psionic energies in a range 10 beam dealing 112.71 to 225.42 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of mindblast [power 489] (11/5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 10 beam dealing 249.39 to 498.78 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of mindblast [power 269] (11/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence It can be used to fire a blast of psionic energies in a range 10 beam dealing 137.19 to 274.38 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield [power 131] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Emelovea' [power 285] (11/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Changes damage: +9% physical Critical mult.: +6.00% Reduces incoming crit damage: 15.00% Physical save: +33 (+8 eff.) Silence immunity: +15% Teleport immunity: +15% It can be used to fire a blast of psionic energies in a range 10 beam dealing 145.35 to 290.70 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of kinetic psionic shield [power 107] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 107 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Aduba the Dourmark [power 173] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 48% chance to corrode armour by 30% Changes stats: +6 Dex / +4 Mag / +6 Cun / +9 Con Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +15% acid / +9% darkness Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Bethanne the voratun torque of clear mind [power 4] (11/6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% temporal / +12% fire Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +15% blight Talent cooldown: Silence (-1 turn) Talents granted: +1 Ward +5 Silence Blindness immunity: +5% Silence immunity: +15% Spellpower: +6 (+0 eff.) It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Dimvein of the Blightspawn [power 4] (11/6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +11 Cun / -11 Mag Changes resistances: +15% nature Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Erelugolin [power 103] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances penetration: +10% acid / +10% temporal Changes damage: +12% temporal Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 103 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Hurygas the Duathelfury [power 4] (11/6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Talent granted: +10 Telekinetic Blast Equilibrium when hit: +0.24 Mindpower: +10 (+1 eff.) It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
hateful voratun torque of clear mind [power 5] (11/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
hateful voratun torque of mindblast [power 385] (11/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a range 10 beam dealing 196.35 to 392.70 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield 'Garin' [power 173] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Cun / +2 Con Mana each turn: +0.16 Maximum life: +30.00 Maximum vim: +10.00 Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Tulosin' [power 4] (11/6 cooldown) =HM_35per=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +6 Changes stats: +6 Str Changes resistances penetration: +25% physical Changes damage: +21% physical Life regen: +1.20 Maximum life: +30.00 Maximum stamina: +15.00 Healing mod.: +35% It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of charged psionic shield [power 173] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of charged psionic shield [power 173] (11/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +3 mind / +4 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
natural elm totem of thorny skin [power 17] (11/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments 'Ce'Narawyn' [power 2] (11/6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Mag Changes resistances penetration: +20% blight / +15% acid Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Spellpower: +12 (+1 eff.) It can be used to remove up to 2 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Betathra' [power 33] (11/12 cooldown) =giat_asap=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +4 Maximum wards: +3 acid / +3 nature / +3 light Talent granted: +1 Ward Physical save: +18 (+5 eff.) Stun/Freeze immunity: +30% Healing mod.: +15% It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Murkbearer the yew totem of thorny skin [power 50] (11/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 fire Changes resistances: +20% darkness Changes resistances penetration: +25% fire Changes damage: +12% darkness / +9% fire It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Yvyrakira the yew totem of healing [power 162] (11/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +16 Changes stats: +3 Dex Changes resistances penetration: +20% arcane Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Physical save: +30 (+8 eff.) It can be used to heal a target within range 10 (based on Willpower) for 162, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of thorny skin [power 78] (11/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 78 and armour hardiness by 50%, putting all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Gleriada' [power 147] (11/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +10 Str Changes resistances penetration: +10% arcane Changes damage: +6% blight Mana when firing critical spell: +2.00 Light radius: +3 See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal a target within range 10 (based on Willpower) for 147, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Godhelle the elven-wood totem of thorny skin [power 59] (11/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances penetration: +15% arcane Changes damage: +12% arcane Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Ivagassra the Strikequell [power 69] (11/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 33% chance to corrode armour by 30% Damage when hit (Melee): 12 arcane Changes resistances: +5% arcane Changes resistances penetration: +28% acid Changes damage: +15% acid / +9% arcane / +12% lightning It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life =giat=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+0 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of thorny skin 'Shinequarry' [power 68] (11/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +9% acid / +12% mind / +3% light Changes resistances penetration: +10% acid Changes damage: +9% acid / +6% mind Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +4 Lay Web Light radius: +4 It can be used to harden the skin for 7 turns increasing armour by 68 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Emelenne [power 83] (11/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str / +3 Mag Changes resistances: +3% blight / +3% nature Maximum wards: +5 acid / +5 nature / +5 light Talent cooldown: Lay Web (-2 turns) Talents granted: +1 Ward +10 Lay Web Spell save: +10 (+1 eff.) Silence immunity: +15% It can be used to harden the skin for 7 turns increasing armour by 83 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+3 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
dragonbone totem of healing 'Lustrevalor' [power 260] (11/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Effects on melee hit: * 30% chance to blind Changes resistances: +3% nature Maximum wards: +10 acid / +7 nature / +10 light Talent granted: +2 Ward Blindness immunity: +15% Cut immunity: +10% Silence immunity: +20% Disarm immunity: +10% Knockback immunity: +10% It can be used to heal a target within range 10 (based on Willpower) for 260, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of cure ailments [power 8] (11/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 8 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of thorny skin [power 152] (11/17 cooldown) =horny_skin=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 152 and armour hardiness by 70%, putting all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of cure ailments [power 4] (11/6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of healing [power 260] (11/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 10 (based on Willpower) for 260, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of thorny skin [power 90] (11/12 cooldown) =pretty_with_silk=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
warded dragonbone totem of cure ailments [power 4] (11/6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +5 acid / +5 nature / +5 light Talent granted: +1 Ward It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+2 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 258 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Lightningimmortal [power 349] (11/4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +4 Damage when hit (Melee): 12 arcane Changes stats: +3 Str / +1 Dex / +3 Con Changes resistances: +2% physical Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +15% arcane Changes damage: +6% lightning Talent cooldown: Volcano (-2 turns) Talents granted: +1 Ward +5 Volcano Maximum vim: +18.00 Healing mod.: +15% It can be used to creates a wall of flames lasting 4 turns (dealing 796 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Obsidianrage of the Blightspawn [power 403] (11/6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +11 Mag / +1 Wil / -11 Cun Maximum wards: +4 lightning / +4 temporal / +4 blight / +5 fire / +5 cold Talents granted: +3 Void Blast +1 Ward Critical mult.: +10.00% Mana when firing critical spell: +4.00 Spellpower: +10 (+1 eff.) It can be used to fire a bolt of a random element with (base) damage 202 to 403, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 255.15 temporal and 375.66 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
dragonbone wand of trap destruction 'Furnacenigh' [power 107] (11/9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +9% nature Changes resistances penetration: +15% fire Changes damage: +18% fire Talent cooldown: Strike (-2 turns) Talents granted: +6 Strike +3 Void Blast It can be used to disarm traps (107 bonus disarm power, based on Magic) along a range 5 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void dragonbone wand of conjuration [power 535] (11/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +5 Void Blast It can be used to fire a bolt of a random element with (base) damage 268 to 535, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void dragonbone wand of firewall [power 333] (11/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +5 Void Blast It can be used to creates a wall of flames lasting 4 turns (dealing 759 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic dragonbone wand of clairvoyance [power 15] (11/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano It can be used to reveal the area around you, dispelling darkness (radius 15, power 104 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic dragonbone wand of conjuration [power 475] (11/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano It can be used to fire a bolt of a random element with (base) damage 238 to 475, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By You_Look_Like_Mother the Lich Necromancer level 48
46th Haze 124th year of Ascendancy at 23:43 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By You_Look_Like_Mother the Lich Necromancer level 37
50th Dusk 123rd year of Ascendancy at 11:08 see stats
A living one! (Madness (Roguelike) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By You_Look_Like_Mother the Lich Necromancer level 50
2nd Pyre 127th year of Ascendancy at 23:58 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By You_Look_Like_Mother the Lich Necromancer level 48
30th Haze 124th year of Ascendancy at 23:56 see stats
Anti-Antimagic! (Madness (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By You_Look_Like_Mother the Lich Necromancer level 29
6th Pyre 123rd year of Ascendancy at 07:30 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By You_Look_Like_Mother the Lich Necromancer level 50
41st Haze 125th year of Ascendancy at 22:42 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By You_Look_Like_Mother the Lich Necromancer level 50
17th Haze 125th year of Ascendancy at 17:06 see stats
Back and there again (Madness (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By You_Look_Like_Mother the Lich Necromancer level 50
40th Regrowth 126th year of Ascendancy at 04:24 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By You_Look_Like_Mother the Lich Necromancer level 50
14th Dusk 125th year of Ascendancy at 23:12 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By You_Look_Like_Mother the Lich Necromancer level 45
76th Dusk 124th year of Ascendancy at 10:09 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By You_Look_Like_Mother the Lich Necromancer level 38
76th Dusk 123rd year of Ascendancy at 18:42 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By You_Look_Like_Mother the Superhuman Necromancer level 28
14th Regrowth 123rd year of Ascendancy at 19:31 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By You_Look_Like_Mother the Lich Necromancer level 50
67th Haze 124th year of Ascendancy at 18:03 see stats
Dethroned (Madness (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By You_Look_Like_Mother the Lich Necromancer level 42
17th Pyre 124th year of Ascendancy at 08:27 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By You_Look_Like_Mother the Lich Necromancer level 44
3rd Mirth 124th year of Ascendancy at 18:05 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By You_Look_Like_Mother the Superhuman Necromancer level 11
30th Dusk 122nd year of Ascendancy at 10:41 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By You_Look_Like_Mother the Lich Necromancer level 30
11st Dusk 123rd year of Ascendancy at 07:04 see stats
Explorer (Madness (Roguelike) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By You_Look_Like_Mother the Lich Necromancer level 50
34th Pyre 127th year of Ascendancy at 01:57 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By You_Look_Like_Mother the Superhuman Necromancer level 19
67th Dusk 122nd year of Ascendancy at 12:09 see stats
Fast Curse Dispel (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By You_Look_Like_Mother the Superhuman Necromancer level 28
14th Regrowth 123rd year of Ascendancy at 19:31 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By You_Look_Like_Mother the Lich Necromancer level 29
6th Pyre 123rd year of Ascendancy at 05:08 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By You_Look_Like_Mother the Lich Necromancer level 50
22nd Regrowth 127th year of Ascendancy at 17:02 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By You_Look_Like_Mother the Lich Necromancer level 50
13rd Pyre 126th year of Ascendancy at 12:58 see stats
Gem of the Moon (Madness (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By You_Look_Like_Mother the Lich Necromancer level 50
51st Dusk 125th year of Ascendancy at 17:55 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By You_Look_Like_Mother the Superhuman Necromancer level 24
71st Dusk 122nd year of Ascendancy at 05:20 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By You_Look_Like_Mother the Lich Necromancer level 50
18th Haze 125th year of Ascendancy at 22:34 see stats
I'm a cool hero (Madness (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By You_Look_Like_Mother the Lich Necromancer level 37
62nd Dusk 123rd year of Ascendancy at 14:05 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By You_Look_Like_Mother the Lich Necromancer level 34
18th Dusk 123rd year of Ascendancy at 15:48 see stats
Kill Bill! (Madness (Roguelike) difficulty)
Killed Bill in the Trollmire without leveling beyond your starting level.By You_Look_Like_Mother the Superhuman Necromancer level 3
75th Pyre 122nd year of Ascendancy at 00:12 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By You_Look_Like_Mother the Superhuman Necromancer level 10
30th Dusk 122nd year of Ascendancy at 04:44 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By You_Look_Like_Mother the Superhuman Necromancer level 20
67th Dusk 122nd year of Ascendancy at 13:15 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By You_Look_Like_Mother the Lich Necromancer level 30
10th Dusk 123rd year of Ascendancy at 17:45 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By You_Look_Like_Mother the Lich Necromancer level 40
6th Pyre 124th year of Ascendancy at 15:03 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By You_Look_Like_Mother the Lich Necromancer level 50
67th Haze 124th year of Ascendancy at 00:06 see stats
Lichform (Madness (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By You_Look_Like_Mother the Superhuman Necromancer level 28
18th Regrowth 123rd year of Ascendancy at 19:29 see stats
Lucky Girl (Madness (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By You_Look_Like_Mother the Lich Necromancer level 28
3rd Pyre 123rd year of Ascendancy at 13:33 see stats
Mad slime dash (Madness (Roguelike) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By You_Look_Like_Mother the Lich Necromancer level 50
19th Pyre 127th year of Ascendancy at 00:00 see stats
Now, this is impressive! (Madness (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By You_Look_Like_Mother the Lich Necromancer level 37
60th Dusk 123rd year of Ascendancy at 08:53 see stats
Oozemancer (Madness (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By You_Look_Like_Mother the Lich Necromancer level 36
28th Dusk 123rd year of Ascendancy at 08:39 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By You_Look_Like_Mother the Lich Necromancer level 50
20th Regrowth 127th year of Ascendancy at 06:47 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By You_Look_Like_Mother the Lich Necromancer level 50
27th Dusk 125th year of Ascendancy at 20:27 see stats
Pest Control (Madness (Roguelike) difficulty)
Killed 1000 reproducing vermin.By You_Look_Like_Mother the Lich Necromancer level 42
34th Pyre 124th year of Ascendancy at 08:05 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By You_Look_Like_Mother the Lich Necromancer level 50
33rd Dusk 125th year of Ascendancy at 17:11 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By You_Look_Like_Mother the Superhuman Necromancer level 27
76th Dusk 122nd year of Ascendancy at 18:46 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By You_Look_Like_Mother the Superhuman Necromancer level 23
70th Dusk 122nd year of Ascendancy at 12:42 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By You_Look_Like_Mother the Superhuman Necromancer level 11
33rd Dusk 122nd year of Ascendancy at 09:20 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By You_Look_Like_Mother the Lich Necromancer level 50
62nd Regrowth 125th year of Ascendancy at 07:11 see stats
Slime killer party (Madness (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By You_Look_Like_Mother the Lich Necromancer level 50
60th Regrowth 127th year of Ascendancy at 05:31 see stats
Slimefest (Madness (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By You_Look_Like_Mother the Lich Necromancer level 42
31st Pyre 124th year of Ascendancy at 01:26 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By You_Look_Like_Mother the Lich Necromancer level 29
60th Pyre 123rd year of Ascendancy at 08:35 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By You_Look_Like_Mother the Lich Necromancer level 37
50th Dusk 123rd year of Ascendancy at 11:08 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By You_Look_Like_Mother the Lich Necromancer level 28
58th Regrowth 123rd year of Ascendancy at 23:43 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By You_Look_Like_Mother the Lich Necromancer level 29
9th Mirth 123rd year of Ascendancy at 05:04 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By You_Look_Like_Mother the Superhuman Necromancer level 18
67th Dusk 122nd year of Ascendancy at 00:06 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By You_Look_Like_Mother the Lich Necromancer level 50
41st Haze 125th year of Ascendancy at 23:12 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By You_Look_Like_Mother the Lich Necromancer level 44
21st Dusk 124th year of Ascendancy at 05:58 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By You_Look_Like_Mother the Superhuman Necromancer level 5
75th Pyre 122nd year of Ascendancy at 00:12 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By You_Look_Like_Mother the Superhuman Necromancer level 4
75th Pyre 122nd year of Ascendancy at 00:12 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By You_Look_Like_Mother the Lich Necromancer level 47
29th Haze 124th year of Ascendancy at 19:13 see stats
Well trained (Madness (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By You_Look_Like_Mother the Superhuman Necromancer level 28
24th Haze 122nd year of Ascendancy at 15:02 see stats
You were not supposed to see that! (Madness (Roguelike) difficulty)
Read a Forbidden Tome.By You_Look_Like_Mother the Lich Necromancer level 41
15th Pyre 124th year of Ascendancy at 14:51 see stats
Log
You_Look_Like_Mother casts Rune: Reflection Shield.
A shield forms around You_Look_Like_Mother.
You_Look_Like_Mother activates his Obsidianrain of the Blightspawn!
You_Look_Like_Mother's skin looks a bit thorny.
Armoured skeleton warrior decays into a pile of ash!
Ran for 2 turns (stop reason: dialog is displayed).
Saving done.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
New Achievement: Explorer (Madness (Roguelike) difficulty)!
You enter the swirling portal and in the blink of an eye you set foot in an unfamiliar zone, with no trace of the portal...
Lich deactivates Call Shadows.
Lich deactivates Stone Skin.
Lich deactivates Hymn of Shadows.
You_Look_Like_Mother deactivates Keen Senses.
You_Look_Like_Mother deactivates Lucid Dreamer.
You_Look_Like_Mother deactivates Exploit Weakness.
You_Look_Like_Mother deactivates Daunting Presence.
You_Look_Like_Mother deactivates Frostdusk.
You_Look_Like_Mother deactivates Blurred Mortality.
You_Look_Like_Mother deactivates Chant of Resistance.
You_Look_Like_Mother deactivates Premonition.
You_Look_Like_Mother deactivates Necrotic Aura.
The shield around You_Look_Like_Mother crumbles.
You_Look_Like_Mother is less thorny now.
You_Look_Like_Mother deactivates Will o' the Wisp.
You_Look_Like_Mother deactivates Vampiric Gift.
Bone horror deactivates Bone Shield.




















































































































































































































































































































































































