









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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Escort Mastery Buff Addon 1.4.8Items Vault 1.5.0Donators/Buyers bonus! Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups 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. High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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
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:
Quick Drown NPCs AOE 1.5.10 Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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 | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 168 / 41% |
Size | huge |
Lifes / Deaths | Killed by Mirror Challenge of 1.5.10_coad_maro02_id at level 33 on the 5th Flare 122nd year of Ascendancy at 21:56 / 1 |
Primary Stats
Strength | 155.5 (base 50) |
Dexterity | 107 (base 40) |
Constitution | 90 (base 40) |
Magic | 128.5 (base 50) |
Willpower | 89 (base 40) |
Cunning | 110 (base 40) |
Resources
Mana | 3747/3747 |
Negative | 3031/3031 |
Vim | 3359/3359 |
Life | 231105/231105 |
Positive | 3046/3046 |
Stamina | 3304/3304 |
Hate | 100/100 |
Healing Factor | 2.243146958409 |
Regeneration | 794.43127121434 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +1117.3236147773% |
Spell | +255.80465026975% |
Global | +1035% |
Vision
Sight | 10 |
Lite | 20 |
Infravision | 16 |
See Stealth | 215.56913623436 |
See Invisible | 290.31236594314 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
Damage | 267 |
Accuracy | 143 |
Crit Chance | 126% |
APR | 400 |
Speed | 0.33 |
Offense: Offhand
Damage | 133 |
Accuracy | 143 |
Crit Chance | 126% |
APR | 400 |
Speed | 0.33 |
Offense: Spell
Spellpower | 163 |
Crit Chance | 86% |
Speed | 0.28105310013286 |
Cooldown Reduction | 325.65 |
Offense: Mind
Mindpower | 146 |
Crit Chance | 85% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +339% |
Blight | +339% |
Arcane | +363% |
Cold | +363% |
All | +5% |
Mind | +339% |
Lightning | +373% |
Light | +339% |
Temporal | +339% |
Physical | +349% |
Darkness | +438% |
Fire | +378% |
Nature | +339% |
Offense: Damage Penetration
Acid | +334% |
Blight | +334% |
Arcane | +349% |
Cold | +334% |
All | 0% |
Mind | +344% |
Lightning | +334% |
Light | +334% |
Temporal | +354% |
Physical | +334% |
Darkness | +334% |
Fire | +334% |
Nature | +354% |
Defense: Base
Armour (hardiness) | 440.89136517483 (100%) |
Defense | 136 |
Ranged Defense | 138 |
Fatigue | 0 |
Physical Save | 319 |
Spell Save | 322 |
Mental Save | 322 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +528%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -51 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1028% for 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: -31 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 135 with a minimum range of 15. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -33 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
Cursed / Gloom | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 10/5 |
| 1/5 |
| 10/5 |
| 0/5 |
Corruption / Shadowflame | 1.40 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.70 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 1.20 |
| 10/5 |
| 5/5 |
| 1/5 |
| 10/5 |
Technique / Combat techniques | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 10/5 |
| 10/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Chronomancy / Speed Control | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 1/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Celestial / Radiance | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Corruption / Black-magic | 1.20 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Combat training | 1.20 |
| 8/5 |
| 10/5 |
| 9/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Corruption / Demonic strength | 1.20 |
| 10/5 |
| 1/5 |
| 10/5 |
| 10/5 |
Wild-gift / Call of the wild | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 1/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Spell / Medic | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Hymn Nocturnalist |
talent | Keen Senses |
talent | Abyssal Shield |
talent | Meditation |
talent | Premonition |
talent | Hymn of Shadows |
talent | Bleak Outcome |
talent | Arcane Power |
talent | Gloom |
talent | Shielding |
talent | Weapon of Light |
detrimental effect | Zone-wide effect: +10% lightning damage, -10% lightning resistance, -10% physical power, -20% stun immunity. Static discharge |
beneficial effect | The target is moving is 150% faster. 3 Celerity |
Quests
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. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Wake up and kill the dreaming horror boss 'Layimitira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 114) | failed |
Wake up and kill the dreaming horror boss 'Ivuldassra the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 152) | failed |
Wake up and kill the dreaming horror boss 'Islatira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 168) | failed |
Wake up and kill the dreaming horror boss 'Zubivea the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 170)You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Ararera the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 177)You completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Aeralrana the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 179)You completed the challenge and received: +1 Category Point | done |
Wake up and kill the dreaming horror boss 'Silodatta the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 229)You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Porimina the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 267)You completed the challenge and received: Random Artifact: Blazegrinder (0 def, 6 armour) | done |
Wake up and kill the dreaming horror boss 'Salema the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 293)You completed the challenge and received: Random Artifact: Thunderspike (147% power, 6 apr) | done |
Wake up and kill the dreaming horror boss 'Xodawe the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 93) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 105) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 109) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 111) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 113) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 118) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 123) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 133) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 135) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 137) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 140) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 145) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 153) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 156) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: Random Artifact: Phoenixviper (5 def, 10 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 160) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 166) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 167) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 174)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 178)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 184)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 186)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 195)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 196) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 197) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 199)You completed the challenge and received: Random Artifact: Daywilter (175% power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 205)You completed the challenge and received: Random Artifact: Stormrip (20/20, 176% power, 11 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 211)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 218) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 223) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 224) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 226)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 240) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 242) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 244) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 247) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 252)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 261) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 269) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 27)You completed the challenge and received: Random Artifact: Gilizilagorn (2 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 270) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 274) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 278) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 279) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 282) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 284) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 286) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 292)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 295) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 298) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 31)You completed the challenge and received: Random Artifact: Ebonyblast (3 def, 6 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 38)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49)You completed the challenge and received: Random Artifact: Stormsaw (46-64.4 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 52)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 54)You completed the challenge and received: Random Artifact: Aludur (49-78.4 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 59)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 63)You completed the challenge and received: Random Artifact: voratun pickaxe (dig speed 23 turns) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 64)You completed the challenge and received: Random Artifact: Strikequeen (10-12 power, 2 apr, temporal element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 65)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 68)You completed the challenge and received: Random Artifact: Brandnaught (33.5-46.9 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 78) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 79) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 85) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 89)You completed the challenge and received: Random Artifact: Shinebrand (103% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)You completed the challenge and received: Random Artifact: Adyrawyn | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 97) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 102) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 120) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 121) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 130) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 146) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 151) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 24) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 268) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 182)Turns left: 0 You completed the challenge and received: Random Artifact: Dawngrit (136% power, 6 apr, blight element) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 256)Turns left: 164 | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 43)Turns left: 0 You completed the challenge and received: Random Artifact: Hathadil | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 47)Turns left: 0 You completed the challenge and received: Random Artifact: Gloomsting (30-36 power, 6 apr, fire element) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 75)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 169)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 189)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 203)You completed the challenge and received: Random Artifact: Sootwrest | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 208)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 210)You completed the challenge and received: Random Artifact: Sulfurpiety (94% power, 24 apr, mind damage) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 216)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 263)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 289)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 36)You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 5)You completed the challenge and received: Random Artifact: Glimmerstreak (0 def, 3 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 62)You completed the challenge and received: Random Artifact: Salorivena | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 100) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 101) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 108)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 122)You completed the challenge and received: +1 Category Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 127) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 128)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 148) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 149) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 164) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 176) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 181) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 220) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 221) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 225) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 23) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 235)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 241) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 249) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 250) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 258) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 26) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 271) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 281) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 285) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 41) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 50) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 57) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 60) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 61) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 66) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 69) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 7) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 77) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 83) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 84) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 88) | failed |
Leave the level in less than 108 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (108) (Level 154)Turns left: 98 You completed the challenge and received: Random Artifact: Bleakpall (18/18, 107% power, 5 apr) | done |
Leave the level in less than 108 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (108) (Level 180)Turns left: -1 | failed |
Leave the level in less than 126 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (126) (Level 13)Turns left: -1 | failed |
Leave the level in less than 135 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (135) (Level 215)Turns left: -1 | failed |
Leave the level in less than 150 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (150) (Level 187)Turns left: -1 | failed |
Leave the level in less than 183 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (183) (Level 110)Turns left: 170 You completed the challenge and received: Random Artifact: Bethygawen (153% power, 8 apr) | done |
Leave the level in less than 198 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (198) (Level 19)Turns left: -1 | failed |
Leave the level in less than 198 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (198) (Level 73)Turns left: -1 | failed |
Leave the level in less than 198 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (198) (Level 81)Turns left: 179 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 219 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (219) (Level 48)Turns left: -1 | failed |
Leave the level in less than 222 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (222) (Level 155)Turns left: 213 You completed the challenge and received: +1 Prodigy Point | done |
Leave the level in less than 228 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (228) (Level 219)Turns left: -1 | failed |
Leave the level in less than 234 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (234) (Level 165)Turns left: -1 | failed |
Leave the level in less than 234 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (234) (Level 190)Turns left: -1 | failed |
Leave the level in less than 252 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (252) (Level 74)Turns left: 145 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 261 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (261) (Level 275)Turns left: 257 You completed the challenge and received: Random Artifact: Glowbrawn | done |
Leave the level in less than 267 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (267) (Level 207)Turns left: 192 You completed the challenge and received: Random Artifact: Lustrewrecker (120% power, 2 apr) | done |
Leave the level in less than 285 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (285) (Level 234)Turns left: 276 You completed the challenge and received: Random Artifact: Blindroar of healing [power 250] (11 cooldown) | done |
Leave the level in less than 291 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (291) (Level 248)Turns left: 285 You completed the challenge and received: Random Artifact: Dimsage (121% power, 8 apr) | done |
Leave the level in less than 291 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (291) (Level 262)Turns left: -1 | failed |
Leave the level in less than 30 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (30) (Level 99)Turns left: 18 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 327 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (327) (Level 209)Turns left: 103 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 330 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (330) (Level 288)Turns left: 129 You completed the challenge and received: Random Artifact: Stormraptor | done |
Leave the level in less than 342 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (342) (Level 194)Turns left: 287 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 372 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (372) (Level 280)Turns left: 369 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 384 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (384) (Level 58)Turns left: -1 | failed |
Leave the level in less than 48 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (48) (Level 141)Turns left: 44 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 483 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (483) (Level 95)Turns left: 461 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 57 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (57) (Level 115)Turns left: 41 You completed the challenge and received: Random Artifact: Demonstun | done |
Leave the level in less than 81 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (81) (Level 163)Turns left: -1 | failed |
Leave the level in less than 90 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (90) (Level 87)Turns left: -1 | failed |
Leave the level in less than 93 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (93) (Level 125)Turns left: 90 You completed the challenge and received: Random Artifact: Ravenviper (4 def, 8 armour) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +10 Str / +4 Mag / +4 Wil / +9 Cun / +14 Con Changes resistances penetration: +15% arcane Changes damage: +10% physical Reduces incoming crit damage: 15.00% Maximum encumbrance: +49 Physical save: +40 (+3 eff.) Mental save: +23 (+1 eff.) Infravision radius: +3 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | ![]() Requires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Str / +8 Mag / +2 Wil Changes resistances: +9% lightning / +9% temporal Spell save: +20 (+2 eff.) Mental save: +18 (+1 eff.) Blindness immunity: +50% Confusion immunity: +21% Spellpower: +17 (+2 eff.) Light radius: +12 See stealth: +50 See invisible: +50 It can be used to activate talent Track, placing all other charms into a 16 cooldown : Effective talent level: 6.0 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 62 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +3% Damage when hit (Melee): 8 temporal Changes stats: +14 Str / +6 Dex / +1 Mag / +6 Wil / +5 Cun / +11 Con Changes resistances: +6% temporal Mindpower: +6 (+1 eff.) Light radius: +3 A cap made of leather. |
On hands | ![]() 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. The set is complete. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Changes damage: +15% fire / +15% darkness / +5% all Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 6% of current vim Current Bonus: 202% It can be used to activate talent Darkfire (costing 5 power out of 12/12) : Effective talent level: 7.0 Power cost: 5 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 579.64 fire damage and 651.88 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Physical power: +10 (+2 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 32 blight Changes stats: +22 Str / +6 Dex / +2 Mag / +20 Wil / +2 Cun Changes resistances: +9% nature / +6% light Changes resistances penetration: +20% nature Grants telepathy: Demon/Minor Demon/Major Mental crit. chance: +28% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold Vim each turn: +0.00 Vim when hit: +0.00 Vim when hitting in melee: +3.00 All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold Vim each turn: +0.00 Vim when hitting in melee: +3.00 All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +12 Defense: +12 (+2 eff.) Fatigue: -9% Changes stats: +2 Str / +21 Dex / +1 Wil / +9 Cun / +10 Con Changes resistances: +9% mind / +9% temporal Changes resistances cap: +7% all Changes resistances penetration: +20% temporal Physical save: +45 (+3 eff.) Life regen: +1.70 Stamina each turn: +1.40 Maximum life: +10.00 Mental crit. chance: +5% Movement speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Silence (25% chance level 5). On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +18 (+3 eff.) Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +6 Str / +6 Dex / +6 Cun / +5 Con / +10 Lck Changes resistances: +6% darkness / +9% temporal Changes resistances penetration: +10% mind Critical mult.: +15.00% Trap disarming bonus: +27 Stealth bonus: +14 Physical save: +21 (+2 eff.) Spell save: +26 (+2 eff.) Blindness immunity: +10% Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +5.00 Only die when reaching: -80.00 life Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Main armor | ![]() |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: -54 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1949% for 10 turns and instantly restoring 97 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. Press to compare to your current inscriptions |
![]() 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 (28% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 22. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 60%, your defense is increased by 60 and all your resistances by 60%. 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. |
![]() 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 (28% 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 5 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 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. |
![]() 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 (28% 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 5 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 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. |
![]() 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: -31 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 109 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. Press to compare to your current inscriptions |
![]() 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: -31 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 216 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. Press to compare to your current inscriptions |
![]() 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: melee/personal Cooldown: -33 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 742 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. |
![]() 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: -47 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to become invisible (power 16) 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 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. |
![]() 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: -33 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to become invisible (power 22) 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 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. |
![]() 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: -31 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to become invisible (power 17) 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 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. |
![]() 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: -24 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
![]() 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: -22 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
![]() 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: -24 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
![]() 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: -22 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
![]() 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: -27 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. 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. |
![]() 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: -24 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. 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. |
![]() 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: -24 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. 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. |
![]() 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: -22 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport in a 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 28 lightning Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +15% darkness Changes resistances penetration: +30% arcane Changes damage: +9% acid / +24% arcane Critical mult.: +25.00% Spell save: +9 (+1 eff.) Maximum mana: +140.00 Spell crit. chance: +10% Damage Shield penetration: +30% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +10 Changes stats: +6 Dex / +7 Wil Changes resistances: +4% physical / +14% light / +14% darkness Changes resistances penetration: +15% lightning Changes damage: +12% lightning Grants telepathy: Dragon Blindness immunity: +26% Healing mod.: +25% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane / 12 temporal Changes stats: +2 Mag Changes resistances: +9% lightning / +15% temporal / +30% blight Changes resistances penetration: +25% arcane / +40% lightning Changes damage: +5% acid / +9% blight / +5% fire / +32% lightning / +5% cold Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +24% lightning / +15% temporal Changes resistances penetration: +15% temporal Changes damage: +12% lightning Stun/Freeze immunity: +23% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 45% chance to blind * 53% chance to inflict 15% damage reduction Changes stats: +7 Str / +3 Dex / +4 Mag / +5 Wil / +4 Con Changes resistances: +9% light / +14% fire / +12% darkness / +14% cold Changes resistances penetration: +15% darkness Changes damage: +15% darkness Infravision radius: +5 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +7 Armour: +8 Damage when hit (Melee): 20 fire Changes stats: +9 Str Changes resistances: +9% acid / +15% fire / +7% physical Changes resistances penetration: +25% fire Grants telepathy: Humanoid/Orc Physical save: +59 (+4 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life Maximum stamina: +15.00 Infravision radius: +3 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +12 Critical mult.: +12.00% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes damage: +6% physical Combat speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 7% chance to blind Changes stats: +2 Mag Changes damage: +5% temporal / +5% physical / +12% light / +12% darkness Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 12 power out of 60/60) : Effective talent level: 2.4 Power cost: 12 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 24% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Changes stats: +9 Wil Changes resistances: +2% physical Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.19 Corruption / Torture Stamina each turn: +0.60 Healing mod.: +25% Amulets can have magical properties. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +14 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Effects on melee hit: * 57% chance to blind Damage when hit (Melee): 16 fire Changes resistances: +9% arcane / +9% mind Changes resistances penetration: +20% darkness Changes damage: +9% darkness Critical mult.: +14.00% Physical save: +57 (+4 eff.) Spell save: +40 (+3 eff.) Mental save: +39 (+2 eff.) Only die when reaching: -120.00 life Light radius: +5 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Cun / +4 Wil Changes resistances: +18% mind / +9% physical Changes resistances penetration: +20% mind Changes damage: +12% darkness / +30% mind Mental save: +12 (+0 eff.) Stamina each turn: +0.60 Maximum psi: +30.00 Mindpower: +18 (+2 eff.) Mental crit. chance: +14% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +17 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -6% Changes resistances: +15% acid / +6% temporal / +15% darkness Changes resistances penetration: +10% light Changes damage: +24% light / +12% fire Mental save: +15 (+0 eff.) Poison immunity: +15% Silence immunity: +25% Life regen: +2.30 Light radius: +3 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +6% arcane Talent mastery: +0.21 Spell / Mage adept Critical mult.: +10.00% Spell save: +32 (+2 eff.) Mana each turn: +0.24 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +7 Str / +6 Dex / +7 Wil / +6 Con Changes resistances: +3% acid / +6% temporal / +9% mind Changes resistances penetration: +10% acid / +10% temporal Changes damage: +6% acid / +6% temporal Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +6 Wil Changes resistances: +6% acid / +5% physical Critical mult.: +15.00% Stamina each turn: +0.40 Maximum life: +50.00 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Damage (Melee): 7 light / 9 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 9% chance to blind Changes resistances cap: +4% all Changes damage: +9% light / +9% darkness Physical save: +15 (+1 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Changes resistances: +18% mind / +15% blight Changes resistances penetration: +15% mind Changes damage: +27% mind / +12% blight Mental save: +50 (+3 eff.) Blindness immunity: +22% Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Mindpower: +22 (+3 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +9 Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex / +4 Con Physical save: +11 (+1 eff.) Life regen: +1.50 Maximum life: +48.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Wil / +4 Con Physical save: +11 (+1 eff.) Life regen: +1.50 Maximum life: +48.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% nature / +12% temporal Changes resistances penetration: +5% temporal Changes damage: +6% nature Cut immunity: +50% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 799 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 23 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 arcane / 4 mind Changes stats: +7 Dex / +3 Wil / +6 Cun / +6 Con Changes resistances penetration: +10% arcane / +5% mind Mental save: +8 (+0 eff.) Blindness immunity: +15% Confusion immunity: +14% Life regen: +0.40 Stamina each turn: +0.60 Mindpower: +7 (+1 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +6 Movement speed: +10% Amulets can have magical properties. |
![]() Powered 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 (+1 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% blight / +22% fire / +22% cold Changes resistances penetration: +35% light Physical save: +9 (+1 eff.) Spell save: +42 (+3 eff.) Mental save: +30 (+1 eff.) Blindness immunity: +15% Confusion immunity: +20% Teleport immunity: +75% Light radius: +5 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 16 arcane Changes stats: +4 Wil Changes resistances: +9% temporal / +7% physical / +21% darkness / +15% cold Disarm immunity: +15% Knockback immunity: +30% Life regen: +3.10 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Damage Shield penetration: +30% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +14 (+2 eff.) Fatigue: -2% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Dex / +1 Cun / +14 Lck Changes resistances penetration: +5% nature Changes damage: +3% nature / +9% mind Grants telepathy: Demon/Minor Demon/Major All Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 60% chance to daze at end of turn Changes stats: +7 Wil Changes resistances: +29% lightning / +12% nature / +18% acid Changes damage: +18% light / +12% mind Critical mult.: +25.00% Stun/Freeze immunity: +38% Knockback immunity: +65% Psi when hit: +0.24 Mental crit. chance: +7% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances penetration: +15% mind Critical mult.: +20.00% Cut immunity: +50% Stamina each turn: +0.60 Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 510 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 41% chance to disease Damage when hit (Melee): 16 blight / 16 arcane Changes stats: +4 Dex Changes resistances: +4% physical Changes resistances penetration: +35% mind Changes damage: +25% blight / +11% fire Critical mult.: +16.00% Physical save: +40 (+3 eff.) Mental save: +50 (+3 eff.) Equilibrium when hit: +0.16 Spellpower: +10 (+1 eff.) Mindpower: +8 (+1 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Wil / +4 Mag Changes damage: +6% light / +7% temporal / +7% darkness / +6% physical Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +3 Mag / +6 Cun / +6 Con Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Life regen: +0.80 Stamina each turn: +0.70 Infravision radius: +3 See invisible: +6 Movement speed: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +5 Physical power: +8 (+1 eff.) Armour: +12 Defense: +27 (+4 eff.) Ranged Defense: +12 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +5 Str / +17 Lck / +4 Con Changes resistances: +4% physical Changes resistances penetration: +30% physical Changes damage: +15% nature / +12% mind Physical save: +12 (+1 eff.) Stamina each turn: +0.80 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * Slows global speed by 34% * 34% chance to blind Changes resistances: +6% acid / +6% darkness / +21% lightning Spell save: +26 (+2 eff.) Life regen: +2.40 Light radius: +3 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Fatigue: -8% Changes stats: +6 Dex / +2 Con Changes resistances: +15% fire / +9% mind / +4% physical Changes damage: +9% mind Life regen: +2.60 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 24 nature Changes resistances: +12% acid / +16% physical / +15% darkness / +33% fire / +9% mind Spell save: +40 (+3 eff.) Disease immunity: +15% Silence immunity: +35% Confusion immunity: +20% Pinning immunity: +15% Stamina each turn: +0.80 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+1 eff.) Defense: +17 (+3 eff.) Ranged Defense: +17 (+2 eff.) Damage when hit (Melee): 12 light Changes resistances: +18% light Changes resistances penetration: +15% acid / +25% physical Talent mastery: +0.30 Cursed / Darkness Critical mult.: +9.00% Physical save: +82 (+5 eff.) Maximum stamina: +15.00 Light radius: +5 Healing mod.: +15% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 23 power out of 60/60) : Effective talent level: 2.4 Power cost: 23 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +13% blight / +9% physical / +13% fire Critical mult.: +18.00% Spellpower: +13 (+1 eff.) Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +23% lightning Cut immunity: +80% Stun/Freeze immunity: +44% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 799 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +8% light / +8% temporal / +8% darkness / +7% physical Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +13 Mag Changes damage: +8% light / +8% temporal / +6% darkness / +8% physical Spellpower: +4 (+0 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +5 Str / +2 Dex / +10 Mag Changes resistances: +21% fire / +6% mind / +21% cold Changes resistances penetration: +5% mind Changes damage: +7% light / +7% temporal / +8% darkness / +7% physical Spellpower: +5 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +3 Dex / +4 Con Changes resistances penetration: +10% acid Physical save: +37 (+3 eff.) Blindness immunity: +24% Life regen: +0.60 Maximum life: +58.00 Infravision radius: +7 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +9 Con Changes damage: +13% blight / +13% fire Critical mult.: +18.00% Life regen: +1.30 Stamina each turn: +1.30 Spellpower: +13 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +9 Con Changes damage: +13% blight / +13% fire Critical mult.: +18.00% Life regen: +1.20 Stamina each turn: +1.30 Spellpower: +13 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +8 Cun / +9 Con Changes damage: +13% blight / +13% fire Critical mult.: +16.00% Life regen: +1.30 Stamina each turn: +1.30 Spellpower: +13 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +7 Dex / +5 Mag / +9 Wil Mana each turn: +0.46 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +44.00 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +9 Dex / +9 Wil Changes damage: +13% blight / +13% fire Critical mult.: +17.00% Spellpower: +13 (+1 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +9 Dex / +9 Wil Changes damage: +13% blight / +13% fire Critical mult.: +18.00% Spellpower: +13 (+1 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Changes stats: +8 Con Changes resistances: +9% acid / +5% arcane / +9% darkness Changes damage: +9% nature Reduces incoming crit damage: 16.00% Physical save: +39 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to inflict 15% damage reduction Changes stats: +3 Str / +13 Cun / +5 Con Changes resistances penetration: +10% arcane Grants telepathy: All Mental save: +9 (+0 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.20 Hate when firing a critical mind attack: +3.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +7% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +2 Str / +12 Mag Changes resistances: +9% blight Changes damage: +15% temporal / +16% darkness / +15% blight / +15% fire / +16% light / +16% physical Critical mult.: +20.00% Maximum life: +50.00 Spellpower: +27 (+3 eff.) Spell crit. chance: +11% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +5% physical / +3% mind / +3% nature Talent mastery: +0.25 Celestial / Star fury Mental save: +3 (+0 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +14 Defense: +10 (+2 eff.) Fatigue: -4% Changes stats: +10 Str / +10 Dex / +10 Wil / +6 Cun Changes resistances: +15% lightning Changes resistances cap: +7% all Changes resistances penetration: +15% arcane Changes damage: +30% darkness / +10% physical Reduces incoming crit damage: 33.00% Physical save: +27 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Silence immunity: +15% Infravision radius: +3 Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +22% lightning Changes resistances penetration: +20% arcane Changes damage: +9% blight Stun/Freeze immunity: +34% Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +50.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Cun / +2 Wil Changes resistances: +30% lightning / +12% nature Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Stun/Freeze immunity: +50% Maximum hate: +8.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +60 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 14% chance to inflict 15% damage reduction * 14% chance to blind Changes resistances: +6% lightning / +30% fire Changes resistances penetration: +10% fire Changes damage: +6% lightning / +14% light / +15% blight / +21% fire / +13% darkness Critical mult.: +20.00% Life regen: +4.30 Spellpower: +13 (+1 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 12 physical Changes stats: +3 Str / +3 Dex / +6 Con Changes resistances penetration: +25% mind Life regen: +0.60 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Dex / +7 Wil / +2 Cun Changes resistances: +9% arcane Changes resistances penetration: +20% blight Changes damage: +21% blight Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Teleport immunity: +50% Mana when firing critical spell: +5.00 Maximum mana: +60.00 Maximum vim: +30.00 Spell crit. chance: +6% Light radius: +4 Infravision radius: +5 See invisible: +12 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 6 turns. Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes resistances cap: +5% all Physical save: +27 (+2 eff.) Blindness immunity: +30% Infravision radius: +9 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +8 Effects on melee hit: * Slows global speed by 45% * 30% chance to corrode armour by 30% Changes stats: +9 Cun Changes resistances: +15% lightning / +3% physical / +9% darkness / +15% cold / +21% nature Changes damage: +15% acid Critical mult.: +15.00% Physical save: +18 (+1 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Changes stats: +7 Wil Changes damage: +6% arcane Critical mult.: +9.00% Only die when reaching: -80.00 life Maximum life: +20.00 Healing mod.: +10% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Armour: +8 Fatigue: -9% Damage when hit (Melee): 12 darkness Changes stats: +3 Str / +11 Dex Changes resistances: +6% darkness Changes resistances penetration: +30% physical Life regen: +4.30 Only die when reaching: -60.00 life Light radius: +3 Healing mod.: +20% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 acid Changes stats: +7 Wil Changes resistances: +6% acid / +23% temporal Changes resistances penetration: +15% blight Changes damage: +15% blight Grants telepathy: All Critical mult.: +15.00% Mental save: +9 (+0 eff.) Pinning immunity: +39% Knockback immunity: +32% Hate when firing a critical mind attack: +3.00 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Effects on melee hit: * 15% chance to blind * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight Changes stats: +19 Dex / +10 Cun / +10 Con Changes resistances: +12% blight / +15% physical / +9% light / +6% darkness Changes resistances penetration: +30% light / +30% blight Life regen: +1.20 Stamina each turn: +2.70 Light radius: +1 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 36% chance to disease Changes stats: +11 Mag Changes resistances: +9% blight Changes resistances penetration: +15% fire Changes damage: +8% temporal / +8% light / +9% blight / +15% fire / +8% physical / +8% darkness Spell save: +33 (+2 eff.) Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Damage Shield penetration: +40% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 56% chance to corrode armour by 30% * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 acid Changes stats: +16 Str / +9 Dex / +10 Wil Changes resistances: +12% temporal Changes damage: +3% acid / +10% physical / +9% blight / +6% nature / +9% temporal Combat speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 45% chance to blind * 45% chance to daze at end of turn Changes stats: +15 Str / +4 Dex / +7 Cun / +3 Con Changes resistances: +28% lightning / +18% mind / +15% light Changes resistances penetration: +25% light / +25% lightning Changes damage: +18% light Reduces incoming crit damage: 30.00% Stun/Freeze immunity: +48% Light radius: +7 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +4 Wil Changes damage: +12% darkness / +6% mind Grants telepathy: Dragon Physical save: +18 (+1 eff.) Spell save: +23 (+2 eff.) Mental save: +21 (+1 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 54% chance to corrode armour by 30% Changes stats: +4 Wil Changes resistances: +18% blight / +30% nature / +45% lightning Changes resistances penetration: +25% light / +45% lightning Changes damage: +30% acid Poison immunity: +49% Disease immunity: +43% Maximum hate: +14.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +6 (+1 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Mag / +2 Wil / +10 Lck Changes resistances: +15% lightning / +12% fire Spell save: +30 (+2 eff.) Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +9 Mag / +10 Cun / +10 Con Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Teleport immunity: +50% Life regen: +1.50 Stamina each turn: +1.50 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Light radius: +3 Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +20 It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 6 turns. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% darkness / +3% physical / +6% mind / +6% arcane Changes resistances penetration: +10% arcane Changes damage: +7% acid / +7% fire / +8% cold / +7% lightning Spell save: +6 (+1 eff.) Mental save: +45 (+2 eff.) Poison immunity: +15% Cut immunity: +25% Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Cunning / Tactical +0.40 Technique / Berserker's strength Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Cun / +4 Mag Spellpower: +14 (+1 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +3 Cun / +2 Con Spell save: +12 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +16.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 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. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +3 Cun / +2 Con Spell save: +12 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +16.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +6 Dex Life regen: +0.80 Maximum life: +52.00 Healing mod.: +13% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Effects on melee hit: * 58% chance to inflict 15% damage reduction Changes resistances: +9% light / +9% fire / +9% mind / +21% temporal Spell save: +9 (+1 eff.) Mental save: +9 (+0 eff.) Disease immunity: +15% Silence immunity: +52% Stun/Freeze immunity: +15% Knockback immunity: +30% Mana each turn: +0.20 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +13 (+2 eff.) Armour: +12 Effects on melee hit: * 10% chance to disease Changes stats: +7 Str / +4 Dex / +6 Con Changes resistances: +6% darkness / +3% acid Changes damage: +3% acid / +3% blight Critical mult.: +3.00% Disarm immunity: +32% Pinning immunity: +28% Knockback immunity: +32% Life regen: +1.50 Stamina each turn: +0.40 Only die when reaching: -20.00 life Maximum life: +94.00 Healing mod.: +28% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +12 Changes stats: +4 Dex Changes resistances: +6% physical / +9% light / +11% arcane Changes damage: +12% physical Critical mult.: +12.00% Physical save: +12 (+1 eff.) Disease immunity: +50% Silence immunity: +32% Mana each turn: +0.22 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +16 Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -2% Damage when hit (Melee): 4 mind Changes stats: +1 Dex / +3 Mag / +5 Wil / +6 Cun / +2 Con Changes resistances: +28% lightning Changes damage: +14% lightning / +3% arcane / +6% blight Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Spell save: +13 (+1 eff.) Mental save: +30 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +21.00 Spellpower: +2 (+0 eff.) Mindpower: +11 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances penetration: +5% blight Changes damage: +6% blight Disarm immunity: +43% Pinning immunity: +44% Knockback immunity: +45% Maximum life: +45.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -7% Changes damage: +9% light Reduces incoming crit damage: 15.00% Maximum encumbrance: +26 Blindness immunity: +40% Disarm immunity: +35% Confusion immunity: +25% Pinning immunity: +20% Stun/Freeze immunity: +20% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+0 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 16 power out of 50/50) : Effective talent level: 2.0 Power cost: 16 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 93 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 45% chance to inflict 15% damage reduction Damage when hit (Melee): 12 fire / 12 darkness / 38 arcane Changes stats: +6 Dex Changes resistances: +15% fire / +9% mind / +9% arcane Changes resistances penetration: +20% mind / +20% fire Changes damage: +12% mind Rings can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +6 Wil Life regen: +1.00 Maximum life: +64.00 Spellpower: +9 (+1 eff.) Healing mod.: +18% Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +6 Mag / +6 Wil / +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +9 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +18% acid / +14% fire / +18% lightning / +18% cold Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+0 eff.) Disarm immunity: +27% Pinning immunity: +27% Knockback immunity: +24% Maximum life: +28.00 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Spell save: +14 (+1 eff.) Life regen: +1.10 Maximum life: +58.00 Maximum stamina: +22.00 Healing mod.: +18% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +8 (+2 eff.) Changes stats: +3 Con Spell save: +13 (+1 eff.) Maximum stamina: +22.00 It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +1.10 Maximum life: +64.00 Mindpower: +9 (+1 eff.) Healing mod.: +18% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +20% darkness Changes damage: +10% darkness Disarm immunity: +22% Pinning immunity: +27% Knockback immunity: +22% Maximum life: +20.00 Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +11 (+2 eff.) Armour: +16 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +3 Str / +8 Mag / +8 Cun Changes resistances penetration: +15% arcane Critical mult.: +6.00% Reduces incoming crit damage: 20.00% Equilibrium when hit: +0.28 Maximum life: +50.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +3% Mindpower: +11 (+2 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +6 Str / +5 Con Changes resistances: +3% acid / +3% physical / +24% nature / +3% temporal Changes damage: +12% nature Stun/Freeze immunity: +25% Life regen: +2.40 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 24 mind Changes stats: +4 Str / +6 Mag / +13 Wil / +16 Cun / +12 Con Changes resistances penetration: +20% arcane Changes damage: +18% mind Spellpower: +11 (+1 eff.) Infravision radius: +5 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Cun / +6 Dex Changes resistances: +32% nature / +24% lightning Changes resistances penetration: +20% lightning / +10% mind Changes damage: +16% nature / +12% lightning Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 12 light Changes stats: +3 Str / +9 Mag / +10 Wil / +11 Cun Changes resistances: +15% light / +9% temporal Changes damage: +12% light Grants telepathy: Dragon Spellpower: +10 (+1 eff.) Mindpower: +11 (+2 eff.) Infravision radius: +5 Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 60% * 30% chance to blind Changes stats: +8 Str / +6 Wil / +7 Cun / +8 Con Changes resistances: +41% acid / +18% temporal / +3% light / +12% darkness / +3% cold / +12% mind / +6% fire Changes resistances penetration: +5% light / +15% darkness Changes damage: +16% acid / +15% darkness / +3% mind Spell save: +3 (+1 eff.) Mindpower: +11 (+2 eff.) Light radius: +2 Rings can have magical properties. |
![]() Powered 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.) 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." |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +13 Defense: +13 (+2 eff.) Changes stats: +6 Mag / +7 Wil Spellpower: +11 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 60% chance to corrode armour by 30% * Slows global speed by 60% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 nature Changes resistances: +15% nature / +6% temporal Changes resistances penetration: +45% acid Changes damage: +21% acid / +24% temporal / +27% mind / +15% nature Disarm immunity: +33% Pinning immunity: +38% Knockback immunity: +36% Maximum life: +35.00 Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% nature / +8% blight Critical mult.: +6.00% Physical save: +9 (+1 eff.) Mental save: +8 (+0 eff.) Poison immunity: +15% Disease immunity: +16% Disarm immunity: +20% Pinning immunity: +32% Knockback immunity: +23% Maximum life: +29.00 Maximum stamina: +10.00 Healing mod.: +5% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% darkness / +9% cold Physical save: +12 (+1 eff.) Blindness immunity: +36% Disease immunity: +5% Knockback immunity: +5% Infravision radius: +4 See stealth: +5 See invisible: +5 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +7 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+2 eff.) Changes damage: +6% all Stun/Freeze immunity: +38% Life regen: +3.20 Spellpower: +11 (+1 eff.) Mindpower: +14 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +14 Cun / +7 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +7 Cun Changes resistances: +11% nature / +11% blight Poison immunity: +22% Disease immunity: +16% Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +22% Disease immunity: +17% Disarm immunity: +38% Pinning immunity: +35% Knockback immunity: +37% Maximum life: +38.00 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +19 (+3 eff.) Effects on melee hit: * 55% chance to daze at end of turn Changes stats: +7 Wil Changes resistances: +9% arcane / +12% lightning Critical mult.: +12.00% Life regen: +2.00 Vim when firing critical spell: +3.00 Maximum life: +50.00 Maximum stamina: +20.00 Spellpower: +23 (+2 eff.) Mindpower: +12 (+2 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 14% chance to blind Damage (Melee): 33 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 29 light Damage when hit (Melee): 8 nature Changes resistances: +5% arcane Changes resistances penetration: +10% nature Changes damage: +3% arcane / +15% nature / +7% all Physical save: +11 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +9 (+0 eff.) Spellpower: +10 (+1 eff.) Mindpower: +17 (+2 eff.) Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 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. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-2 eff.) Spell save: -30 (-1 eff.) Mental save: -30 (-2 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +9 Cun / +3 Wil Changes resistances: +9% mind / +12% temporal Changes damage: +9% temporal Critical mult.: +25.00% Mental save: +48 (+2 eff.) Maximum psi: +50.00 Spellpower: +13 (+1 eff.) Mindpower: +21 (+3 eff.) Mental crit. chance: +16% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +9 Str / +8 Con Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Physical power: +13 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +9 Str / +9 Con It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +9 Str / +9 Con Blindness immunity: +38% Infravision radius: +6 See stealth: +21 See invisible: +21 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +7 Mag Changes resistances: +26% acid / +23% fire / +18% lightning / +26% cold Spellpower: +13 (+1 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Wil Mindpower: +13 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +13 Cun Changes resistances: +15% light Changes damage: +12% light Mental save: +77 (+4 eff.) Hate when firing a critical mind attack: +4.00 Maximum psi: +50.00 Mindpower: +30 (+4 eff.) Mental crit. chance: +3% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.70 Maximum life: +76.00 Healing mod.: +26% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +13% blight / +36% cold / +12% nature Changes damage: +18% cold Poison immunity: +26% Disease immunity: +26% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +13 Defense: +15 (+3 eff.) Changes resistances: +13% nature / +12% blight Poison immunity: +22% Disease immunity: +26% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +44% Mana each turn: +0.20 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 16 arcane / 12 nature Changes stats: +3 Dex / +4 Wil / +3 Con Changes resistances: +40% acid / +36% nature Changes resistances penetration: +20% nature / +15% light Changes damage: +20% acid / +15% light Grants telepathy: Demon/Minor Demon/Major Infravision radius: +5 Rings can have magical properties. |
![]() Requires: - Level 35 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom * 40% chance to corrode armour by 30% Damage (Melee): 23 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 8 arcane Changes stats: +2 Str / +2 Dex / +14 Mag / +8 Wil / +10 Cun / +3 Con Spell save: +12 (+1 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +1% Infravision radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 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. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes resistances: +12% mind / +18% lightning Changes resistances penetration: +20% lightning Changes damage: +30% lightning Spellpower: +9 (+1 eff.) Mindpower: +10 (+1 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes damage: +12% arcane Critical mult.: +33.00% Physical save: +12 (+1 eff.) Spell save: +33 (+2 eff.) Mental save: +57 (+3 eff.) Maximum mana: +80.00 Maximum vim: +40.00 Heals friendly targets nearby when you use a nature summon: +40 Damage Shield penetration: +30% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +4 Cun / +2 Str Changes resistances: +9% light / +15% blight Spell save: +30 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 See invisible: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +2 Changes stats: +7 Dex / +6 Mag / +7 Wil / +7 Cun Changes damage: +3% darkness Critical mult.: +9.00% Physical save: +3 (+1 eff.) Blindness immunity: +28% Spellpower: +13 (+1 eff.) Infravision radius: +4 See stealth: +22 See invisible: +20 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 nature Changes stats: +10 Dex / +7 Mag / +18 Cun Changes resistances: +9% mind Changes resistances penetration: +5% nature Changes damage: +21% nature Physical save: +17 (+1 eff.) Spell save: +17 (+1 eff.) Mental save: +16 (+1 eff.) Spellpower: +15 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Damage when hit (Melee): 20 arcane Changes stats: +10 Dex Changes resistances: +26% darkness / +12% fire Changes resistances penetration: +33% darkness / +30% fire Changes damage: +12% arcane Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 38 arcane resource burn Changes resistances: +27% acid / +9% darkness / +9% blight / +12% fire / +9% arcane / +15% cold Changes resistances penetration: +45% lightning Changes damage: +15% light Physical save: +18 (+1 eff.) Spell save: +18 (+2 eff.) Mental save: +17 (+1 eff.) Light radius: +5 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Armour: +50 Changes stats: +10 Str Changes resistances: +12% light / +9% lightning Changes resistances penetration: +15% light Spell save: +50 (+3 eff.) Mental save: +15 (+0 eff.) Disease immunity: +20% Disarm immunity: +20% Knockback immunity: +15% Stamina each turn: +0.60 Light radius: +6 Healing mod.: +15% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 24 temporal / 12 mind / 12 arcane Changes resistances: +27% temporal Changes resistances penetration: +25% acid / +15% arcane / +15% mind Changes damage: +6% arcane / +18% temporal Physical save: +16 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +18 (+1 eff.) Rings can have magical properties. |
![]() Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+3 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes stats: +2 Str / +8 Mag / +8 Wil / +10 Con Changes resistances: +18% lightning / +5% physical / +3% darkness Changes damage: +6% darkness / +15% lightning Physical save: +20 (+2 eff.) Disarm immunity: +50% Pinning immunity: +47% Knockback immunity: +50% Maximum life: +47.00 Spellpower: +12 (+1 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to corrode armour by 30% * 45% chance to daze at end of turn Damage when hit (Melee): 12 blight Changes stats: +3 Mag / +5 Wil Changes resistances penetration: +25% blight / +15% fire / +48% acid Changes damage: +18% arcane / +15% fire Physical save: +18 (+1 eff.) Spell save: +18 (+2 eff.) Mental save: +18 (+1 eff.) Spell crit. chance: +9% Damage Shield penetration: +30% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +14 (+2 eff.) Effects on melee hit: * 29% chance to disease Damage when hit (Melee): 12 blight Changes stats: +10 Dex / +10 Mag / +10 Cun Changes resistances: +6% blight / +9% mind / +9% darkness Changes damage: +3% darkness / +6% mind Spell save: +20 (+2 eff.) Spellpower: +15 (+2 eff.) Mindpower: +13 (+2 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+1 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 12 power out of 30/30) : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze at end of turn * 72% chance to corrode armour by 30% * 72% chance to blind Damage when hit (Melee): 12 fire Changes resistances: +30% acid / +6% fire / +18% light / +6% lightning Changes resistances penetration: +35% lightning / +25% light Changes damage: +15% lightning / +15% fire Mental save: +15 (+0 eff.) Confusion immunity: +50% Rings can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +16 Physical crit. chance: +1.0% Armour: +6 Defense: +13 (+2 eff.) Effects on melee hit: * 45% chance to blind * 45% chance to corrode armour by 30% Changes stats: +2 Dex / +2 Con Changes resistances: +34% darkness / +6% acid Changes resistances penetration: +5% nature Changes damage: +17% darkness / +6% acid Life regen: +1.10 Only die when reaching: -60.00 life Maximum life: +100.00 Light radius: +1 Healing mod.: +39% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +13 Defense: +16 (+3 eff.) Fatigue: -2% Damage when hit (Melee): 8 darkness / 8 acid Changes stats: +2 Str / +1 Dex / +2 Mag / +2 Wil / +9 Con Changes resistances: +20% physical / +9% nature / +9% cold Changes damage: +20% physical Spell save: +35 (+3 eff.) Maximum stamina: +40.00 See invisible: +9 It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons Vim when hitting in melee: +0.00 A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +5 Cun Changes resistances: +6% mind / +6% cold Reduces incoming crit damage: 15.00% Mental save: +18 (+1 eff.) Blindness immunity: +20% Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +7 Mag / +15 Wil / +15 Cun Changes resistances penetration: +10% mind Changes damage: +6% lightning Physical save: +30 (+2 eff.) Spell save: +14 (+1 eff.) Stamina each turn: +0.80 Maximum mana: +40.00 Maximum vim: +50.00 Spell crit. chance: +2% Mindpower: +30 (+4 eff.) Healing mod.: +15% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +23 Defense: +49 (+7 eff.) Ranged Defense: +12 (+1 eff.) Changes stats: +4 Str / +2 Dex / +10 Cun / +2 Con Changes resistances: +9% lightning Changes damage: +6% physical / +6% fire Life regen: +1.90 Only die when reaching: -140.00 life Maximum life: +100.00 Healing mod.: +24% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 22 fire Changes stats: +6 Wil Changes resistances: +27% lightning Changes resistances penetration: +28% lightning / +28% darkness Changes damage: +6% fire Mental save: +12 (+0 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +27 (+4 eff.) Defense: +24 (+4 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +9 Cun / +10 Dex Changes resistances: +18% acid / +40% cold / +9% lightning Changes damage: +20% cold Mental save: +6 (+0 eff.) Blindness immunity: +15% Silence immunity: +20% Disarm immunity: +15% Pinning immunity: +20% Knockback immunity: +15% Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 16 cooldown : Effective talent level: 4.8 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 15% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 9 bleed Damage when hit (Melee): 12 darkness / 20 temporal Changes stats: +6 Cun Changes resistances: +9% acid Changes resistances penetration: +20% temporal Changes damage: +12% temporal Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 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. |
![]() Powered 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 3 power out of 6/6) : Effective talent level: 4.8 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 1007.08 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. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Damage when hit (Melee): 4 arcane / 12 temporal Changes stats: +10 Dex / +10 Cun / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +10% nature / +20% temporal Spell save: +18 (+2 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +49% Maximum life: +50.00 Maximum stamina: +32.00 Maximum hate: +2.00 Mindpower: +4 (+1 eff.) Defense after a teleport: +26 Resist all after a teleport: +26% New effects duration reduction after a teleport: +26% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +30% fire / +12% mind / +5% arcane Changes damage: +6% mind / +15% fire Reduces incoming crit damage: 15.00% Physical save: +30 (+2 eff.) Cut immunity: +35% Stun/Freeze immunity: +10% Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 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: +17 Cun / +2 Mag Changes resistances penetration: +10% blight Changes damage: +6% blight / +6% physical Critical mult.: +20.00% Life regen: +3.60 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum life: +200.00 Maximum hate: +24.00 Maximum psi: +20.00 Healing mod.: +45% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Changes stats: +15 Cun / +16 Mag Changes resistances: +18% arcane Changes damage: +18% arcane / +9% physical Life regen: +0.40 Maximum stamina: +10.00 Spellpower: +29 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +12 (+2 eff.) Changes stats: +8 Mag / +8 Wil Spellpower: +15 (+2 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 16 cooldown : Effective talent level: 3.6 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 46 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 50 light Changes stats: +10 Str / +10 Con Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Dex Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 16 cooldown : Effective talent level: 4.8 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +16 Defense: +17 (+3 eff.) Changes stats: +7 Cun / +8 Mag Spellpower: +15 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Changes resistances: +30% acid / +30% fire / +20% lightning / +28% cold Spellpower: +15 (+2 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +8 Cun / +10 Wil Mental save: +20 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 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. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +13 (+1 eff.) Life regen: +2.00 Maximum life: +98.00 Maximum stamina: +29.00 Healing mod.: +28% Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +15% arcane Changes damage: +15% arcane Mindpower: +12 (+2 eff.) Rings can have magical properties. |
![]() Infused 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: +1.50 Maximum life: +100.00 Mindpower: +10 (+1 eff.) Healing mod.: +30% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 31% chance to daze at end of turn Damage when hit (Melee): 12 acid Changes resistances: +24% acid Changes resistances penetration: +15% lightning / +10% nature Changes damage: +18% acid / +18% nature / +15% lightning Spellpower: +15 (+2 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
![]() 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: Effects on melee hit: * Slows global speed by 60% Damage when hit (Melee): 12 fire Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances: +12% acid / +18% fire Changes resistances penetration: +20% acid / +20% fire Changes damage: +15% acid / +6% fire / +12% nature / +18% blight Spell save: +15 (+1 eff.) Blindness immunity: +49% Maximum stamina: +33.00 Mindpower: +14 (+2 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +16 Physical power: +19 (+3 eff.) Defense: +16 (+3 eff.) Changes stats: +10 Str / +3 Mag / +7 Wil / +8 Cun / +9 Con Changes damage: +6% physical Physical save: +46 (+3 eff.) Maximum life: +30.00 Maximum stamina: +25.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +2% Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 33% chance to corrode armour by 30% Changes stats: +5 Mag / +4 Wil / +13 Cun Grants telepathy: Demon/Minor Demon/Major Mental save: +30 (+1 eff.) Psi when hit: +0.12 Spellpower: +12 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 24 lightning Changes stats: +5 Str / +5 Mag / +3 Con Changes resistances penetration: +46% darkness Changes damage: +12% lightning Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 28.00% Stun/Freeze immunity: +46% Life regen: +4.10 Infravision radius: +5 See invisible: +24 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Mag Changes resistances: +12% mind Changes damage: +18% nature / +15% arcane Physical save: +18 (+1 eff.) Spell save: +18 (+2 eff.) Mental save: +37 (+2 eff.) Mana when firing critical spell: +4.00 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +120.00 Spellpower: +14 (+1 eff.) Spell crit. chance: +10% Mindpower: +34 (+4 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +26% mind / +30% lightning Changes resistances penetration: +10% lightning Changes damage: +17% mind / +33% lightning Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Mental save: +14 (+0 eff.) Confusion immunity: +50% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.90 Maximum life: +85.00 Healing mod.: +25% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.80 Maximum life: +100.00 Healing mod.: +28% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +17 Defense: +17 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% acid / +26% fire / +30% lightning / +30% cold Rings can have magical properties. |
![]() Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+1 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 4 power out of 20/20) : Effective talent level: 2.4 Power cost: 4 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of Arcane damage, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Defense: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 5% chance to blind Changes resistances: +6% acid Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 485.76 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses 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 (+3 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 6 power out of 14/14) : Effective talent level: 3.0 Power cost: 6 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 429.28 physical (gravity) damage. Each target moved beyond the first increases the damage by 53.66 (up to a maximum of 214.64 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. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% Range: 1.2x 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 (+3 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 6 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. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses 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% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
![]() Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 141% Range: 1.2x 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: * 50 arcane resource burn Damage (Melee): +20 physical Burst (radius 1) on hit: +24 physical When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +5.0% Defense: +13 (+2 eff.) Effects on melee hit: * 17% chance to blind Damage when hit (Melee): 16 mind Changes stats: +5 Str Changes resistances: +11% arcane Changes damage: +25% arcane / +12% mind Talent granted: +1 Command Staff Spell save: +68 (+4 eff.) Mental save: +39 (+2 eff.) Maximum life: +120.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 485.76 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x 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: Accuracy: +2 (+1 eff.) Damage (Melee): 50 fire Changes resistances: +9% temporal / +3% mind / +5% arcane Changes damage: +31% acid Talent granted: +1 Command Staff Critical mult.: +58.00% Poison immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +5% Spellpower: +30 (+3 eff.) Spell crit. chance: +4% See invisible: +26 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x 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: Armour: +6 Armour Hardiness: +6% Changes resistances penetration: +12% light Changes damage: +25% light Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spell save: +9 (+1 eff.) Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +50.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x 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% Damage (Melee): +8 mind Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Changes resistances penetration: +10% light Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +41.00 Spellpower: +26 (+3 eff.) Spell crit. chance: +7% Light radius: +2 It can be used to conjure elemental energy in a radius 8 cone, dealing 113.46 to 136.16 fire damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +4 blight Burst (radius 1) on hit: +12 physical When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +8.0% Physical power: +19 (+3 eff.) Changes stats: +4 Dex / +2 Con Changes resistances penetration: +15% lightning / +35% acid Changes damage: +6% acid / +34% temporal / +34% light / +34% physical / +34% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Stamina each turn: +0.40 Spellpower: +35 (+4 eff.) Spell crit. chance: +13% Healing mod.: +15% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 125.50 to 150.60 physical damage, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses 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: * 80% chance to blind Damage (Melee): +32 acid / +20 light Burst (radius 2) on crit: +44 light When wielded/worn: Damage when hit (Melee): 12 darkness / 12 fire Changes resistances: +21% fire Changes resistances penetration: +20% acid / +25% fire / +30% darkness Changes damage: +42% physical Talent granted: +1 Command Staff Spellpower: +20 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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 disease Burst (radius 1) on hit: +8 lightning When wielded/worn: Damage when hit (Melee): 8 arcane / 12 lightning Changes damage: +6% blight / +30% physical Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.40 Spellpower: +43 (+5 eff.) Spell crit. chance: +29% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to unleash an elemental blastwave, dealing 120.37 to 144.45 physical damage in a radius 6 around the user, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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: * 20% chance to corrode armour by 30% Damage (Melee): +20 fire / +16 mind / +4 light Burst (radius 1) on hit: +4 mind / +4 fire Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 20% chance to disease Damage (Melee): 25 fire Damage when hit (Melee): 8 fire Changes stats: +2 Wil Changes resistances: +3% acid Changes resistances penetration: +10% acid / +5% fire / +5% light Changes damage: +30% blight / +6% fire / +3% light / +9% mind Grants telepathy: Dragon Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +45.00% Psi when hit: +0.28 Vim when firing critical spell: +6.00 Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Maximum psi: +20.00 Maximum vim: +40.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +1% See invisible: +20 Heals friendly targets nearby when you use a nature summon: +20 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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): +40% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Effects on melee hit: * 40% chance to disease Changes stats: +15 Mag / +8 Wil / +10 Cun / +12 Con Changes damage: +9% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +29.00% Physical save: +14 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +15 (+0 eff.) Vim when firing critical spell: +8.00 Maximum life: +40.00 Maximum mana: +110.00 Maximum stamina: +20.00 Maximum vim: +33.00 Maximum neg.energy: +50.00 Spellpower: +26 (+3 eff.) Spell crit. chance: +13% Healing mod.: +35% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +37.0% Physical power: +15 (+2 eff.) Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage (Melee): 44 arcane Changes resistances: +3% physical Changes damage: +39% darkness / +9% blight Talent granted: +1 Command Staff Critical mult.: +33.00% Physical save: +9 (+1 eff.) Spell save: +10 (+1 eff.) Blindness immunity: +25% Disease immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +120.00 Spellpower: +43 (+5 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() 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. Power: 137% Range: 1.2x 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: * 20 arcane resource burn * 60% chance to cause random gloom Damage (Melee): +8 mind When wielded/worn: Physical crit. chance: +11.0% Changes stats: +3 Mag / +12 Con Changes resistances: +6% temporal Changes resistances penetration: +15% mind Changes damage: +30% light / +12% acid Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Life regen: +3.90 Spellpower: +33 (+4 eff.) Spell crit. chance: +5% Light radius: +4 See invisible: +12 Healing mod.: +60% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 light / +8 mind When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +9.0% Armour: +8 Changes stats: +7 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +12 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +27 (+1 eff.) Life regen: +2.00 Stamina each turn: +0.60 Equilibrium when hit: +0.16 Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +13% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x 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 (Melee): +16 mind When wielded/worn: Armour: +16 Changes stats: +10 Mag / +10 Cun / +10 Con Changes resistances: +6% acid / +9% cold Changes damage: +42% lightning / +42% cold / +42% arcane / +42% fire Talent granted: +1 Command Staff Critical mult.: +23.00% Physical save: +6 (+1 eff.) Mental save: +15 (+0 eff.) Confusion immunity: +25% Vim when firing critical spell: +7.00 Maximum vim: +49.00 Maximum neg.energy: +50.00 Spellpower: +27 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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 damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+4 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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 (Melee): +12 mind Burst (radius 2) on crit: +16 nature When wielded/worn: Fatigue: -10% Changes stats: +3 Mag Changes resistances: +9% nature Changes damage: +12% mind / +30% cold Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Physical save: +11 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +82 (+4 eff.) Mana each turn: +0.40 Spellpower: +42 (+5 eff.) Spell crit. chance: +23% See invisible: +9 It can be used to unleash an elemental blastwave, dealing 120.37 to 144.45 cold damage in a radius 6 around the user, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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 (Melee): +8 lightning Burst (radius 2) on crit: +8 nature When wielded/worn: Effects on melee hit: * Slows global speed by 45% Damage (Melee): 26 fire Damage when hit (Melee): 16 darkness Changes stats: +7 Con Changes resistances: +9% arcane / +6% lightning Changes resistances penetration: +30% lightning / +15% arcane / +20% nature Changes damage: +9% nature / +30% physical Talent granted: +1 Command Staff Critical mult.: +38.00% Life regen: +1.70 Spellpower: +43 (+5 eff.) Spell crit. chance: +15% See invisible: +20 Healing mod.: +30% It can be used to unleash an elemental blastwave, dealing 120.37 to 144.45 physical damage in a radius 6 around the user, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 147% Range: 1.2x 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: * Slows global speed by 40% Burst (radius 2) on crit: +16 darkness When wielded/worn: Changes stats: +9 Mag / +6 Wil Changes resistances: +6% nature Changes resistances penetration: +10% darkness Changes damage: +38% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Spellpower on spell critical (stacks up to 3 times): +17 Maximum mana: +110.00 Spellpower: +50 (+5 eff.) Spell crit. chance: +8% Light radius: +4 It can be used to conjure elemental energy in a radius 10 cone, dealing 130.34 to 156.41 fire damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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 (+4 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. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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): +20% Burst (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 56% chance to blind Changes resistances penetration: +10% blight / +15% arcane / +10% light Changes damage: +6% blight / +12% fire / +30% darkness / +9% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +43 (+5 eff.) Spell crit. chance: +10% It can be used to conjure elemental energy in a radius 10 cone, dealing 120.37 to 144.45 darkness damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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 (Melee): +4 mind Burst (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +12.0% Armour: +12 Defense: +12 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind Changes stats: +1 Dex / +3 Con Maximum wards: +3 physical / +3 temporal / +3 darkness / +3 light Changes damage: +30% physical / +30% temporal / +30% darkness / +36% light Talents granted: +5 Ward +1 Command Staff Critical mult.: +50.00% Maximum hate: +2.00 Spellpower: +22 (+2 eff.) Spell crit. chance: +5% Light radius: +1 See invisible: +6 Heals friendly targets nearby when you use a nature summon: +40 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 100% 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 stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+0 eff.) Spellpower: +30 (+3 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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: * Slows global speed by 40% Damage (Melee): +12 temporal Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +16 nature When wielded/worn: Effects on melee hit: * 18% chance to disease Damage (Melee): 35 fire Changes stats: +2 Cun / +3 Wil Changes damage: +9% nature / +30% cold Talent granted: +1 Command Staff Critical mult.: +40.00% Equilibrium when hit: +0.16 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +36.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Mindpower: +4 (+1 eff.) See invisible: +18 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 147% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to inflict 15% damage reduction Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +10.0% Physical power: +15 (+2 eff.) Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 20 blight Changes stats: +6 Cun Maximum wards: +3 darkness Changes resistances penetration: +10% arcane Changes damage: +12% blight / +38% darkness / +9% arcane Talents granted: +5 Ward +1 Command Staff Critical mult.: +34.00% Mental save: +6 (+0 eff.) Equilibrium when hit: +0.20 Vim when firing critical spell: +1.00 Maximum vim: +60.00 Spellpower: +29 (+3 eff.) Spell crit. chance: +9% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +10.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes stats: +6 Mag / +6 Wil Changes resistances: +12% mind / +6% fire Changes damage: +9% arcane / +30% temporal Talent granted: +1 Command Staff Critical mult.: +14.00% Spell save: +6 (+1 eff.) Cut immunity: +5% Disarm immunity: +15% Teleport immunity: +10% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +63.00 Spellpower: +37 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() 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. Power: 137% Range: 1.2x 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): +40% Burst (radius 2) on crit: +4 temporal When wielded/worn: Physical crit. chance: +22.0% Physical power: +4 (+1 eff.) Changes stats: +2 Dex / +6 Con Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +37.00% Life regen: +2.00 Spellpower: +22 (+2 eff.) Spell crit. chance: +5% Healing mod.: +35% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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 (Melee): +8 lightning When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 19% chance to disease Changes stats: +2 Wil Changes resistances: +15% darkness Changes damage: +3% lightning / +9% mind / +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Mental save: +3 (+0 eff.) Vim when firing critical spell: +6.00 Maximum psi: +30.00 Maximum vim: +35.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +20% Mental crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() 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. Power: 137% Range: 1.2x 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): +40% When wielded/worn: Physical crit. chance: +15.0% Changes stats: +1 Dex / +13 Con Changes damage: +6% mind / +30% cold Talent granted: +1 Command Staff Critical mult.: +17.00% Life regen: +2.50 Maximum hate: +8.00 Spellpower: +30 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +2% Healing mod.: +49% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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): +30% Damage (Melee): +8 blight / +12 arcane When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 27 fire Changes stats: +1 Mag Changes damage: +30% darkness / +9% arcane Talent granted: +1 Command Staff Critical mult.: +43.00% Spell save: +9 (+1 eff.) Mana when firing critical spell: +2.00 Maximum vim: +40.00 Spellpower: +35 (+4 eff.) Spell crit. chance: +30% See invisible: +15 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to unleash an elemental blastwave, dealing 120.37 to 144.45 darkness damage in a radius 6 around the user, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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): +30% Damage (Melee): +12 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Wil / +4 Mag Changes resistances: +15% acid Changes resistances penetration: +5% blight / +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +16 Spellpower: +32 (+3 eff.) Spell crit. chance: +18% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 12 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x 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: +14.0% Physical power: +8 (+1 eff.) Damage (Melee): 45 arcane Changes stats: +6 Wil / +6 Mag Changes resistances: +6% temporal Changes damage: +9% mind / +42% fire Talent granted: +1 Command Staff Physical save: +9 (+1 eff.) Mental save: +40 (+2 eff.) Blindness immunity: +10% Poison immunity: +15% Stun/Freeze immunity: +10% Maximum mana: +230.00 Spellpower: +42 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x 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: Changes damage: +40% fire Talent granted: +1 Command Staff Spellpower: +20 (+2 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 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. Power: 191% Range: 1.5x Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +4 arcane Burst (radius 2) on crit: +12 arcane / +4 light When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +17.0% Physical power: +4 (+1 eff.) Armour: +2 Effects on melee hit: * 45% chance to corrode armour by 30% Changes stats: +2 Str / +1 Con Changes damage: +6% acid / +9% physical Light radius: +1 Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 190% Range: 1.5x 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: * 27% chance to inflict 15% damage reduction * 60% chance to corrode armour by 30% * 25% chance to put talents on cooldown * 20% chance to curse the target Damage (Melee): +8 mind Burst (radius 1) on hit: +4 nature / +8 acid Burst (radius 2) on crit: +8 nature When wielded/worn: Effects on melee hit: * 45% chance to corrode armour by 30% Changes resistances: +3% darkness / +6% acid Changes damage: +12% acid / +12% nature Massive two-handed battleaxes. |
![]() Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x 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 14 power out of 35/35) : Effective talent level: 3.0 Power cost: 14 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 557.23 fire damage, and flames will be left dealing a further 130.45 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. |
![]() 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. Power: 169% Range: 1.5x 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 Shield penetration (this weapon only): +20% Damage (Melee): +28 nature / +26 temporal Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +29 (+4 eff.) Armour penetration: +21 Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances penetration: +17% physical / +21% fire Changes damage: +6% arcane / +6% physical Spell save: +10 (+1 eff.) Maximum life: +30.00 Global speed: +6% Massive two-handed battleaxes. |
![]() 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. Power: 190% Range: 1.5x 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 daze at end of turn Burst (radius 2) on crit: +27 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% lightning / +12% fire Changes resistances penetration: +10% lightning / +20% fire Changes damage: +18% acid / +9% fire / +9% lightning Critical mult.: +28.00% Global speed: +8% Massive two-handed battleaxes. |
![]() 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. Power: 191% Range: 1.5x 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% Damage (Melee): +16 darkness / +12 lightning Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +12 light When wielded/worn: Accuracy: +21 (+3 eff.) Damage when hit (Melee): 12 darkness Changes stats: +10 Dex Changes resistances: +3% darkness / +14% all Changes resistances penetration: +10% lightning / +21% nature / +15% light Changes damage: +9% light Light radius: +3 Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 191% Range: 1.5x 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: * 25% chance to put talents on cooldown When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +9% blight / +12% all Changes resistances penetration: +10% blight / +21% nature / +20% arcane Changes damage: +9% fire / +12% arcane / +15% temporal Spell save: +6 (+1 eff.) Massive two-handed battleaxes. |
![]() 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. Power: 184% Range: 1.5x 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. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses 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: * 25% chance to remove a magical effect * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +84 insidious poison / +26 nature When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% darkness / +3% lightning Grants telepathy: Humanoid/Orc Spell save: +9 (+1 eff.) Mental save: +23 (+1 eff.) Massive two-handed battleaxes. |
![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 4 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() Requires: - Willpower 25 - Strength 25 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 70% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 16% 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): +17 mind When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Cun / +8 Wil Changes resistances: +12% acid / +10% fire / +14% cold / +10% lightning Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Spell save: +7 (+1 eff.) Psi each turn: +0.10 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 187% Range: 1.5x 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% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 24% chance to disease Damage (Melee): +24 blight When wielded/worn: Disease immunity: +38% Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x 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: * 38% chance to cause random gloom * 30 arcane resource burn * Slows global speed by 60% On weapon crit: * cripple the target Damage (Melee): +35 mind When wielded/worn: Physical crit. chance: +42.0% Armour: +6 Changes stats: +10 Cun / +5 Wil Changes resistances: +9% mind / +3% light Physical save: +3 (+1 eff.) Spell save: +9 (+1 eff.) Cut immunity: +10% Teleport immunity: +15% See invisible: +18 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses 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 506.25 to 1518.74 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 1327.92 to 2655.84 physical damage (based on Strength) to each, costing 19 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. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x 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: * 49% chance to corrode armour by 30% Damage (Melee): +77 insidious poison / +8 mind When wielded/worn: Accuracy: +19 (+3 eff.) Changes stats: +10 Str / +3 Dex Changes resistances penetration: +21% acid / +30% fire Changes damage: +9% temporal / +16% physical Critical mult.: +20.00% Life regen: +3.00 Stamina when hit: +3.00 Mindpower: +8 (+1 eff.) Light radius: +5 Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 200% Range: 1.5x 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: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +16 temporal / +8 light / +4 blight / +4 mind Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +37 (+5 eff.) Armour penetration: +41 Effects on melee hit: * 80% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% blight Changes resistances penetration: +20% mind / +42% physical Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x 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 torment the target Damage (Melee): +27 temporal When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Armour: +4 Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 28 temporal Changes resistances: +21% lightning / +35% temporal / +3% nature / +6% blight Changes resistances penetration: +15% fire / +21% mind / +21% darkness Critical mult.: +28.00% Spell save: +3 (+1 eff.) Disease immunity: +15% Confusion immunity: +5% Teleport immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x 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: * 60% chance to daze at end of turn * 40% chance to corrode armour by 30% * 60% chance to blind On weapon crit: * wounds the target for 7 turns: 36 bleeding, 88% reduced healing Damage (Melee): +12 acid / +8 temporal / +4 nature Burst (radius 2) on crit: +40 ice When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +20 Physical crit. chance: +17.0% Physical power: +20 (+3 eff.) Armour: +21 Effects on melee hit: * 15% chance to blind Changes resistances: +9% nature Changes resistances penetration: +21% physical / +21% cold Changes damage: +12% lightning Light radius: +6 Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 196% Range: 1.5x 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: * 27% chance to corrode armour by 30% * Slows global speed by 40% * 28% chance to daze at end of turn Burst (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +5 Str / +6 Dex / +3 Mag / +5 Wil / +6 Cun / +5 Con Changes resistances: +6% lightning / +6% nature / +6% light / +3% darkness Changes resistances penetration: +17% lightning / +19% acid Life regen: +3.00 Massive two-handed mauls. |
![]() Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x 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 (+3 eff.) Physical power: +12 (+2 eff.) 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 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 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." |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses 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: * 35 arcane resource burn * 20% chance to blind On weapon crit: * burns latent spell energy Damage (Melee): +4 light Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +21 Defense: +21 (+3 eff.) Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 8 mind / 8 fire Changes resistances: +15% temporal / +3% cold Changes resistances penetration: +19% physical Changes damage: +21% physical Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +70% Maximum hate: +2.00 Maximum psi: +30.00 Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses 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. |
![]() 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. Power: 175% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target * Random elemental explosion Damage Shield penetration (this weapon only): +10% Damage (Melee): +28 lightning When wielded/worn: Accuracy: +21 (+3 eff.) Physical power: +16 (+2 eff.) Armour: +18 Damage when hit (Melee): 4 arcane Changes stats: +9 Dex Changes resistances: +9% nature Changes resistances penetration: +24% acid / +24% cold / +24% fire / +10% nature / +24% lightning Changes damage: +9% nature Maximum life: +40.00 Massive two-handed mauls. |
![]() 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. Power: 178% Range: 1.5x 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: * 85% chance to daze at end of turn * 80% chance to blind * Random elemental explosion Damage (Melee): +8 lightning / +8 nature Burst (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +20 Changes resistances: +6% lightning / +6% nature Changes resistances penetration: +24% acid / +21% physical / +25% darkness / +24% fire / +20% cold / +24% lightning Changes damage: +9% darkness / +6% light Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x 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: * cripple the target Damage (Melee): +84 insidious poison When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Damage when hit (Melee): 4 arcane Changes stats: +1 Dex / +5 Wil / +2 Cun / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +21% physical Grants telepathy: Dragon Reduces incoming crit damage: 21.00% Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x 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: 143% When wielded/worn: Accuracy: +63 (+8 eff.) Effects on melee hit: * 68% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes stats: +3 Cun / +30 Dex Changes resistances: +15% darkness / +12% lightning Changes resistances penetration: +10% darkness Changes damage: +12% lightning Massive two-handed mauls. |
![]() Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x 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% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 21% chance to disease * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +23 acid / +23 blight When wielded/worn: Changes stats: +2 Str / +2 Wil Changes resistances: +3% acid / +1% physical / +3% darkness / +6% fire / +3% mind Changes resistances penetration: +21% acid / +19% fire / +20% cold / +20% lightning Grants telepathy: Humanoid/Orc Physical save: +6 (+1 eff.) Mental save: +9 (+0 eff.) Blindness immunity: +5% Disease immunity: +32% Cut immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +5% Only die when reaching: -40.00 life Infravision radius: +2 See invisible: +6 Massive two-handed swords. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x 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: * Slows global speed by 28% * leeches stamina from the target Damage (Melee): +24 temporal / +28 nature Burst (radius 2) on crit: +42 ice When wielded/worn: Physical power: +6 (+1 eff.) Armour: +14 Damage when hit (Melee): 28 nature slow Changes stats: +3 Mag / +2 Con Changes resistances: +9% mind / +15% darkness Changes resistances penetration: +21% cold Changes damage: +9% physical Physical save: +12 (+1 eff.) Mental save: +30 (+1 eff.) Pinning immunity: +15% Stun/Freeze immunity: +15% Maximum life: +30.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 194% Range: 1.6x 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: * 49% chance to daze at end of turn Damage (Melee): +12 mind Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +21 Damage when hit (Melee): 4 arcane / 8 mind Changes stats: +6 Str / +6 Dex / +6 Mag / +7 Wil / +6 Cun / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +21% lightning / +21% physical / +10% arcane Equilibrium when hit: +0.04 Mental crit. chance: +3% Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 194% Range: 1.6x Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon crit: * cripple the target Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +21 (+3 eff.) Physical crit. chance: +21.0% Damage when hit (Melee): 8 darkness / 8 blight Changes stats: +10 Dex / +5 Mag Changes resistances: +21% light Changes resistances penetration: +10% blight Critical mult.: +5.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 358 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 12 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x 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: * 60% chance to blind Damage (Melee): +4 light Burst (radius 1) on hit: +12 mind / +8 light Burst (radius 2) on crit: +4 nature / +8 temporal When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +40 Physical crit. chance: +16.0% Changes stats: +2 Wil Changes resistances: +9% nature / +3% temporal Changes resistances penetration: +21% physical / +20% temporal Changes damage: +3% mind / +3% temporal Critical mult.: +28.00% Mental save: +10 (+0 eff.) Psi when hit: +0.04 Maximum hate: +2.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 10% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% On weapon crit: * cripple the target Damage (Melee): +28 darkness Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +4 lightning / +4 acid Damage against: +28% Living When wielded/worn: Physical crit. chance: +40.0% Effects on melee hit: * Slows global speed by 60% * 30% chance to corrode armour by 30% Changes resistances: +6% acid / +5% arcane Changes resistances penetration: +15% acid Changes damage: +6% nature / +6% lightning Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x 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: * 68% chance to inflict 15% damage reduction * 20% chance to disease * 49% chance to corrode armour by 30% * 20% chance to curse the target Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +12 darkness When wielded/worn: Armour penetration: +20 Physical crit. chance: +21.0% Changes stats: +4 Mag Changes resistances penetration: +21% acid Changes damage: +9% darkness Critical mult.: +26.00% Physical save: +3 (+1 eff.) Blindness immunity: +10% Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Damage Shield penetration: +20% Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 193% Range: 1.6x 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 gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown Damage (Melee): +4 fire / +4 temporal / +8 mind Burst (radius 1) on hit: +4 lightning / +8 fire / +12 temporal When wielded/worn: Accuracy: +21 (+3 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str Changes damage: +6% lightning / +9% temporal / +21% physical Stamina when hit: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x 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): +42 cold Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +37 (+5 eff.) Armour penetration: +38 Armour: +8 Effects on melee hit: * 20% chance to disease Changes resistances: +6% cold / +6% temporal / +12% mind / +9% arcane Changes resistances penetration: +15% blight / +41% physical Physical save: +30 (+2 eff.) Spell save: +12 (+1 eff.) Blindness immunity: +10% Disease immunity: +5% Stun/Freeze immunity: +15% Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 198% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) On weapon crit: * wounds the target for 7 turns: 36 bleeding, 88% reduced healing Damage (Melee): +8 blight When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +12.0% Physical power: +32 (+4 eff.) Changes stats: +10 Str / +5 Mag Changes resistances: +6% temporal Changes damage: +19% physical Reduces incoming crit damage: 10.00% Stamina when hit: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x 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 corrode armour by 30% * 33% chance to disease On weapon crit: * wounds the target for 7 turns: 36 bleeding, 88% reduced healing Damage (Melee): +42 blight / +4 mind Burst (radius 2) on crit: +12 blight / +12 mind / +4 acid When wielded/worn: Armour penetration: +10 Physical crit. chance: +42.0% Physical power: +20 (+3 eff.) Changes resistances penetration: +10% arcane Changes damage: +12% acid / +21% blight Critical mult.: +28.00% Spell save: +30 (+2 eff.) Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x 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: * 80% chance to disease Damage Shield penetration (this weapon only): +30% Damage (Melee): +28 temporal / +27 nature Burst (radius 2) on crit: +28 fire When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Str / +4 Dex / +3 Wil Changes resistances: +9% acid / +15% blight / +14% all Changes resistances penetration: +20% acid / +21% fire / +21% nature / +15% blight Critical mult.: +9.00% Reduces incoming crit damage: 10.00% Global speed: +8% Massive two-handed swords. |
![]() 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. Power: 174% Range: 1.6x Uses stat: 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 49% chance to corrode armour by 30% Damage (Melee): +26 darkness Burst (radius 1) on hit: +24 acid Burst (radius 2) on crit: +8 temporal Damage against: +27% Living When wielded/worn: Accuracy: +20 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +9 Dex Changes resistances: +9% arcane / +6% temporal Changes resistances penetration: +36% acid Changes damage: +9% arcane Life regen: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x 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: * Slows global speed by 60% Damage (Melee): +12 blight Burst (radius 1) on hit: +20 darkness Burst (radius 2) on crit: +28 fire When wielded/worn: Armour penetration: +42 Changes stats: +3 Wil Changes resistances: +9% mind / +9% darkness Changes resistances penetration: +42% physical / +10% mind / +17% fire Changes damage: +42% physical / +9% mind / +6% arcane Mana when firing critical spell: +4.00 Global speed: +4% Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
![]() 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. Power: 190% Range: 1.6x 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: * 80% chance to daze at end of turn * 20% chance to torment the target Damage (Melee): +8 darkness Burst (radius 2) on crit: +8 lightning / +27 fire When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 45% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning / 4 darkness / 16 nature Changes resistances: +9% blight / +10% arcane / +6% lightning Changes resistances penetration: +5% lightning / +21% darkness / +21% fire / +21% mind / +10% nature Global speed: +8% Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses 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: * Random elemental explosion Burst (radius 1) on hit: +26 fire When wielded/worn: Armour penetration: +21 Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 62% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes stats: +3 Cun / +2 Wil Changes resistances: +6% fire / +10% arcane / +6% cold Changes resistances penetration: +21% acid / +21% physical / +20% fire / +23% lightning / +24% cold Changes damage: +20% physical Reduces incoming crit damage: 10.00% Disarm immunity: +20% Infravision radius: +3 Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces 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. Power: 177% Range: 1.6x Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +12 mind / +8 fire Burst (radius 1) on hit: +12 lightning / +20 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Effects on melee hit: * Slows global speed by 60% * 60% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes resistances: +3% nature Changes resistances penetration: +24% acid / +23% fire / +24% lightning / +23% cold Changes damage: +12% temporal Critical mult.: +28.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 31 power out of 80/80) : Effective talent level: 1.0 Power cost: 31 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 99.47 cold damage and 96.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 31 power out of 80/80) : Effective talent level: 1.0 Power cost: 31 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 99.47 cold damage and 96.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 31 power out of 80/80) : Effective talent level: 1.0 Power cost: 31 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 99.47 cold damage and 96.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x 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 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+2 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 23 power out of 150/150) : Effective talent level: 3.0 Power cost: 23 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 1074.29. 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. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x 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 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+2 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 23 power out of 150/150) : Effective talent level: 3.0 Power cost: 23 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 1074.29. 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. |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 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: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 99 acid damage in a 4 radius ball. This damage will increase by 75% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-2 eff.) Mindpower: +9 (+1 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 4 power out of 8/8) : Effective talent level: 2.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 347.32 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 10 power out of 25/25) : Effective talent level: 2.0 Power cost: 10 out of 25/25. 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 828.01 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%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 162% Range: 1.4x Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 148.74 arcane and 172.69 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Mana each turn: +0.00 Spellpower: +24 (+3 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x 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. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x 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: * 56% chance to daze at end of turn * Random elemental explosion On weapon crit: * cripple the target Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +14.0% Defense: +15 (+3 eff.) Changes resistances: +3% mind / +3% blight Changes resistances penetration: +17% acid / +16% fire / +17% lightning / +17% cold Physical save: +3 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +10 (+0 eff.) Silence immunity: +10% Disarm immunity: +65% Teleport immunity: +5% Sharp, long, and deadly. |
![]() Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 157% Range: 1.4x Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 8 power out of 20/20) : Effective talent level: 4.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 170% Range: 1.4x 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: * Slows global speed by 60% * 25% chance to remove a magical effect On weapon crit: * wounds the target for 7 turns: 36 bleeding, 88% reduced healing Damage (Melee): +20 nature Burst (radius 1) on hit: +12 darkness When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Armour: +4 Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 light Changes resistances: +6% nature Changes damage: +6% darkness Physical save: +12 (+1 eff.) Silence immunity: +10% Sharp, long, and deadly. |
![]() Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Power: 162% Range: 1.4x Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 728.74 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 14 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn Burst (radius 2) on crit: +26 ice When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +15 (+2 eff.) Armour: +15 Damage when hit (Melee): 8 fire Changes stats: +7 Str / +7 Con Changes resistances: +9% mind / +9% temporal Changes resistances penetration: +15% cold / +15% nature / +14% physical Changes damage: +6% fire / +14% physical Physical save: +6 (+1 eff.) Disease immunity: +10% Silence immunity: +5% Disarm immunity: +35% Pinning immunity: +10% Stamina when hit: +2.50 Only die when reaching: -120.00 life Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x 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: 111% On weapon hit: * 25 arcane resource burn * 20% chance to torment the target Burst (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +7 Dex / +2 Wil Changes resistances: +6% light Changes resistances penetration: +30% mind / +15% darkness Changes damage: +9% fire Grants telepathy: Humanoid/Orc Equilibrium when hit: +0.12 Psi when hit: +0.20 Maximum hate: +4.00 Maximum psi: +20.00 Sharp, long, and deadly. |
![]() Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+3 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x 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: +5% 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." |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x 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 251.51 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 Mana each turn: +0.00 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 12 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. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 40% chance to disease * 20% chance to curse the target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +27 cold Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +12 acid When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +15.0% Armour: +2 Effects on melee hit: * 45% chance to corrode armour by 30% Changes stats: +2 Str Changes resistances: +6% acid Maximum stamina: +10.00 Sharp, long, and deadly. |
![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical 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 (+2 eff.) It can be used to activate talent Battle Call (costing 8 power out of 20/20) : Effective talent level: 2.4 Power cost: 8 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. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x 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 to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +20 nature Burst (radius 2) on crit: +20 fire When wielded/worn: Physical crit. chance: +15.0% Changes stats: +5 Dex / +3 Wil Changes resistances: +6% acid / +3% nature / +9% darkness / +6% lightning Changes resistances penetration: +10% acid / +15% fire Changes damage: +9% acid Reduces incoming crit damage: 10.00% Spell save: +9 (+1 eff.) Infravision radius: +4 Global speed: +6% Blunt and deadly. |
![]() Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x 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. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown Burst (radius 1) on hit: +8 acid When wielded/worn: Armour penetration: +12 Physical crit. chance: +2.0% Physical power: +14 (+2 eff.) Changes stats: +6 Dex / +2 Mag Changes resistances penetration: +15% physical / +15% mind / +10% darkness Changes damage: +13% physical Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Infravision radius: +4 One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 148% Range: 1.4x 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% On weapon hit: * Random elemental explosion Damage (Melee): +26 cold / +12 mind / +16 arcane When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 arcane Changes stats: +5 Dex / +3 Mag Changes resistances: +6% fire Changes resistances penetration: +17% acid / +15% fire / +10% mind / +17% cold / +20% arcane / +17% lightning Critical mult.: +10.00% Mental save: +9 (+0 eff.) Mana when firing critical spell: +3.00 Mental crit. chance: +1% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x 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: * 60% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% * 20% chance to torment the target Damage (Melee): +8 physical / +20 darkness Burst (radius 1) on hit: +16 darkness Damage against: +16% Living When wielded/worn: Physical power: +4 (+1 eff.) Armour: +12 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes resistances penetration: +13% acid / +13% mind / +15% darkness Changes damage: +6% physical Physical save: +20 (+2 eff.) Mental save: +6 (+0 eff.) Life regen: +2.50 Equilibrium when hit: +0.08 Only die when reaching: -60.00 life Healing mod.: +20% One-handed war axes. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x 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 (+3 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. |
![]() Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 insidious poison / +5 temporal / +7 nature When wielded/worn: Changes resistances: +3% blight / +6% nature / +6% light Sharp, short and deadly. |
![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x 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. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical 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 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+1 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 133% Range: 1.3x 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: 100% On weapon hit: * 6% chance to inflict 15% damage reduction * 40% chance to daze at end of turn * 20% chance to curse the target Damage (Melee): +10 cold / +4 arcane When wielded/worn: Armour penetration: +5 Changes resistances: +9% lightning Changes resistances penetration: +5% lightning / +8% physical Changes damage: +8% physical Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +23 Physical crit. chance: +12.0% Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 arcane Changes resistances penetration: +19% physical Changes damage: +12% acid / +18% physical Critical mult.: +15.00% Physical save: +20 (+2 eff.) Spell save: +30 (+2 eff.) Mana when firing critical spell: +3.00 Only die when reaching: -60.00 life Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x 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: 111% Damage Shield penetration (this weapon only): +40% Damage (Melee): +16 nature / +13 temporal Burst (radius 1) on hit: +16 acid When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +7 Dex Changes resistances: +6% darkness / +8% all Changes resistances penetration: +12% nature Changes damage: +12% acid / +18% darkness / +6% arcane Physical save: +30 (+2 eff.) Stamina each turn: +0.60 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x 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 When wielded/worn: Physical crit. chance: +12.0% Changes resistances: +9% lightning / +12% temporal / +5% arcane Reduces incoming crit damage: 10.00% Poison immunity: +15% Teleport immunity: +40% Light radius: +3 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x 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 blind On weapon crit: * cripple the target Damage (Melee): +4 light Burst (radius 1) on hit: +4 arcane When wielded/worn: Armour penetration: +12 Physical crit. chance: +9.0% Effects on melee hit: * 60% chance to blind Changes resistances: +6% light / +12% darkness / +12% mind / +10% arcane / +8% all Changes resistances penetration: +12% physical / +12% nature / +10% mind Changes damage: +12% light / +12% physical Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom * Random elemental explosion Damage (Melee): +20 mind Burst (radius 1) on hit: +14 fire When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +6 Wil / +6 Cun / +7 Con Changes resistances penetration: +14% acid / +13% fire / +14% lightning / +13% cold Changes damage: +9% physical Stamina each turn: +0.60 Maximum stamina: +10.00 Healing mod.: +20% Sharp, short and deadly. |
![]() Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x 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 (+1 eff.) Physical power: +15 (+2 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 4 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. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x 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 Mana each turn: +0.00 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 16 power out of 50/50) : Effective talent level: 2.0 Power cost: 16 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 74.75 acid and 74.75 blight damage. If not cleared after five turns it will inflict 424.44 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. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +48% Damage (Melee): +12 acid Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +8 Cun / +6 Str Changes resistances: +3% light Changes damage: +3% acid / +12% physical / +6% lightning Grants telepathy: Demon/Minor Demon/Major Stamina when hit: +2.00 Maximum psi: +30.00 Sharp, short and deadly. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Str, 35% Dex, 30% Cun 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 10 power out of 40/40) : Effective talent level: 3.0 Power cost: 10 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 222.47 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. |
![]() Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x 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. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x 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: * 60% chance to cause random gloom * 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 Shield penetration (this weapon only): +20% Damage (Melee): +16 acid / +8 fire Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Effects on melee hit: * 45% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes resistances penetration: +15% arcane / +12% physical Changes damage: +3% blight / +9% fire / +6% arcane Critical mult.: +10.00% Spell crit. chance: +4% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x 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 * 25% chance to put talents on cooldown Damage (Melee): +16 lightning When wielded/worn: Changes resistances: +12% blight / +3% physical / +3% mind / +3% darkness Changes resistances penetration: +10% acid Changes damage: +12% blight Blindness immunity: +5% Disease immunity: +15% Silence immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +10% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x 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% When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +2 Mag / +4 Wil / +6 Con Changes resistances: +9% acid / +15% fire / +12% light Changes resistances penetration: +12% physical Disease immunity: +15% Silence immunity: +20% Disarm immunity: +28% Mana each turn: +0.20 Spell crit. chance: +5% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x 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: * 60% chance to inflict 15% damage reduction * 74% chance to corrode armour by 30% Damage (Melee): +16 darkness Damage against: +16% Living When wielded/worn: Accuracy: +23 (+3 eff.) Armour penetration: +12 Armour: +4 Damage when hit (Melee): 20 acid Changes stats: +6 Str Changes resistances: +2% physical / +6% nature / +6% cold / +9% arcane / +6% fire Changes resistances penetration: +12% physical Changes damage: +12% physical Spell save: +9 (+1 eff.) Mental save: +12 (+0 eff.) Poison immunity: +10% Stamina when hit: +2.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x 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: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +15 nature / +16 temporal Burst (radius 1) on hit: +12 mind When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 16 acid Changes stats: +4 Cun Changes damage: +6% mind Critical mult.: +15.00% Mental save: +9 (+0 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +2% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x 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 blind * 20% chance to daze at end of turn Damage (Melee): +8 lightning / +24 light Damage against: +20% Undead When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 40% chance to blind * 15% chance to daze at end of turn Changes stats: +6 Con Changes resistances: +6% blight Changes resistances penetration: +12% physical Changes damage: +6% light Critical mult.: +13.00% Disarm immunity: +28% Light radius: +1 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x 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: 111% On weapon crit: * wounds the target for 7 turns: 36 bleeding, 88% reduced healing Damage (Melee): +16 darkness Damage against: +16% Living When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Damage when hit (Melee): 12 blight Changes stats: +6 Dex / +4 Mag Changes resistances penetration: +25% mind Critical mult.: +25.00% Mental save: +6 (+0 eff.) Blindness immunity: +30% Cut immunity: +20% Teleport immunity: +15% Mana when firing critical spell: +3.00 Maximum mana: +40.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 162% Range: 1.3x 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease * Random elemental explosion Damage (Melee): +16 blight Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Damage when hit (Melee): 8 fire Changes stats: +2 Str / +3 Dex Changes resistances: +6% blight / +9% temporal Changes resistances penetration: +14% acid / +10% physical / +15% darkness / +14% fire / +14% cold / +14% lightning Changes damage: +6% arcane Mental save: +12 (+0 eff.) Disease immunity: +22% Disarm immunity: +30% Knockback immunity: +20% Only die when reaching: -20.00 life Healing mod.: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 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: * 13% chance to inflict 15% damage reduction * 20% chance to corrode armour by 30% * 60% chance to disease * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +12 acid When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +4 Cun Changes resistances penetration: +10% acid / +9% physical / +10% blight Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +24 Physical power: +10 (+2 eff.) Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +6 Con Changes resistances: +12% mind / +6% temporal Changes resistances penetration: +35% physical Changes damage: +6% light Reduces incoming crit damage: 5.00% Physical save: +15 (+1 eff.) Spell save: +10 (+1 eff.) Silence immunity: +5% Disarm immunity: +28% Teleport immunity: +10% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x 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: * Slows global speed by 40% * 20 arcane resource burn Damage (Melee): +16 temporal / +16 nature Burst (radius 1) on hit: +8 nature / +4 fire Burst (radius 2) on crit: +24 ice / +12 fire When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +11 Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +6% light Changes resistances penetration: +5% nature / +8% cold Changes damage: +10% physical Critical mult.: +5.00% Spell save: +20 (+2 eff.) Stamina when hit: +2.00 Maximum hate: +2.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x 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 daze at end of turn * Slows global speed by 60% * 60% chance to corrode armour by 30% * 25% chance to remove a magical effect Damage (Melee): +18 nature Burst (radius 1) on hit: +12 nature / +8 acid When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +22 Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes resistances: +15% acid Changes resistances penetration: +24% physical Changes damage: +9% lightning / +12% physical / +12% nature Spell save: +20 (+2 eff.) Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% * 25% chance to remove a magical effect * leeches stamina from the target Damage (Melee): +16 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +6 Damage when hit (Melee): 12 nature slow Changes stats: +2 Str / +1 Wil Changes resistances: +6% acid / +6% fire / +3% physical Changes resistances penetration: +12% physical Changes damage: +12% physical Physical save: +40 (+3 eff.) Spell save: +6 (+1 eff.) Mental crit. chance: +5% Sharp, short and deadly. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x 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 23 power out of 60/60) : Effective talent level: 1.0 Power cost: 23 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 52 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. |
![]() 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. Power: 100% Range: 1.1x 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 (+0 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 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 (+1 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 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 (651 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. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
![]() 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. Power: 116% Range: 1.1x 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% Damage Shield penetration (this weapon only): +40% When wielded/worn: Physical power: +8 (+1 eff.) Armour: +11 Damage when hit (Melee): 8 mind / 9 darkness Changes stats: +5 Cun Changes resistances penetration: +10% lightning Changes damage: +21% fire / +9% mind / +9% darkness Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Critical mult.: +9.00% Life regen: +0.40 Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +11% Healing mod.: +15% It can be used to inflict 673.87 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 8 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. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This psionic mindstar is wrathful to the hated. This psionic mindstar hates not to be wrathful. Power: 113% Range: 1.1x 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% Burst (radius 1) on hit: +12 nature / +8 mind When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% nature / +5% arcane Changes resistances penetration: +25% mind / +15% darkness / +5% arcane Changes damage: +55% mind / +24% darkness / +6% arcane Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum psi: +20.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +19% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 114% Range: 1.1x 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% Burst (radius 1) on hit: +12 light / +12 nature When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +12 Cun / +4 Wil Changes resistances: +9% lightning / +10% physical / +6% light / +6% blight / +6% temporal / +3% acid Changes resistances penetration: +20% light / +10% physical Changes damage: +8% physical / +6% darkness / +3% light Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +25.00% Spell save: +24 (+2 eff.) Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to inflict 667.28 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 8 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. |
![]() 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 projects psionic energy if enough is absorbed. This natural lightning should be returned to the wyrm. Power: 114% Range: 1.1x 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% Burst (radius 2) on crit: +4 arcane / +8 lightning When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +7 Wil / +10 Cun / +4 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning / +25% mind Changes damage: +44% lightning / +25% fire / +6% arcane / +25% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Critical mult.: +26.00% Mental save: +3 (+0 eff.) Cut immunity: +10% Maximum hate: +8.00 Maximum psi: +30.00 Mindpower: +26 (+3 eff.) Mental crit. chance: +6% 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. |
![]() 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 parasitic mindstar will draw strength from other psionic mindstars. Power: 111% Range: 1.1x 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% On weapon hit: * 73% chance to blind Burst (radius 1) on hit: +8 mind When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +35% light Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Life regen: +2.00 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +6.00 Hate per kill: +4.00 Psi per kill: +5.00 Maximum life: +42.00 Maximum hate: +25.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +10% Life leech chance: +22% Life leech: +16% It can be used to inflict 673.87 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 8 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. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power: 114% Range: 1.1x 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: Armour: +8 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 17 acid / 16 fire / 20 darkness Changes resistances: +10% nature / +20% acid Changes resistances penetration: +10% nature / +19% acid Changes damage: +16% acid / +18% fire / +7% nature Talent mastery: +0.20 Wild-gift / Harmony Poison immunity: +15% Silence immunity: +25% Knockback immunity: +30% Life regen: +3.60 Equilibrium when hit: +2.50 Maximum life: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 113% Range: 1.1x 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% On weapon hit: * 78% chance to inflict 15% damage reduction Damage (Melee): +8 darkness When wielded/worn: Fatigue: -10% Changes stats: +2 Str / +8 Mag / +5 Con Changes damage: +49% mind Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Mental save: +10 (+0 eff.) Maximum psi: +49.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +15% See invisible: +15 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. |
![]() 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. Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 19% chance to corrode armour by 30% * Slows global speed by 18% * 20% chance to daze at end of turn Damage (Melee): +8 mind Burst (radius 2) on crit: +4 temporal When wielded/worn: Changes stats: +8 Cun / +5 Wil Changes resistances: +12% mind Changes resistances penetration: +30% mind / +15% lightning Critical mult.: +23.00% Mental save: +12 (+0 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Mindpower: +18 (+2 eff.) Mental crit. chance: +8% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 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 harmonious mindstar will complement other natural mindstars. Power: 114% Range: 1.1x 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% On weapon hit: * Slows global speed by 20% * 20% chance to inflict 15% damage reduction Burst (radius 1) on hit: +4 lightning / +12 nature / +12 darkness When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +3% lightning / +10% nature / +9% arcane Changes resistances penetration: +10% nature / +10% arcane Changes damage: +9% lightning / +10% nature / +6% darkness Talent masteries: +0.20 Wild-gift / Harmony +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Mental save: +9 (+0 eff.) Equilibrium when hit: +2.30 Hate per kill: +5.00 Psi per kill: +5.00 Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to inflict 665.09 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 8 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. |
![]() Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x 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 (+1 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 94.53 to 283.60 lightning damage (based on Magic and Dexterity), costing 4 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() Requires: - 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 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 4 power out of 8/8) : Effective talent level: 2.0 Power cost: 4 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. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 42% chance to corrode armour by 30% Damage (Ranged): +26 fire When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +10% blight / +24% physical Changes damage: +6% arcane / +24% fire Mana each turn: +0.12 Vim when firing critical spell: +2.00 Damage Shield penetration: +75% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 40% chance to daze at end of turn Travel speed: +200% Damage (Ranged): +23 cold Burst (radius 2) on crit: +2 lightning When wielded/worn: Changes stats: +5 Mag Changes resistances: +3% blight Changes resistances penetration: +15% lightning Changes damage: +6% blight / +20% cold / +14% arcane Spellpower: +12 (+1 eff.) Longbows are used to shoot arrows at your foes. |
![]() Requires: - 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: 143% Firing range: +10 On weapon hit: * 77% chance to daze at end of turn * 27% chance to corrode armour by 30% Travel speed: +200% Damage (Ranged): +53 nature Burst (radius 1) on hit: +6 darkness When wielded/worn: Changes stats: +2 Mag Changes resistances: +15% all Changes resistances penetration: +23% acid / +18% nature / +10% mind Spell save: +18 (+2 eff.) Life regen: +4.00 Maximum vim: +20.00 Spellpower: +10 (+1 eff.) New effects duration reduction after a teleport: +50% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +18.0% Changes stats: +8 Dex Changes resistances: +5% arcane / +6% fire Changes damage: +30% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Equilibrium when hit: +0.12 Maximum psi: +30.00 Mindpower: +2 (+0 eff.) Longbows are used to shoot arrows at your foes. |
![]() Requires: - 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: * 20 arcane resource burn * 27% chance to corrode armour by 30% When wielded/worn: Changes stats: +6 Con Changes resistances: +3% fire / +6% light / +9% temporal Changes resistances penetration: +14% acid Changes damage: +3% lightning / +15% physical Talent mastery: +0.30 Wild-gift / Fungus Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Life regen: +3.00 It can be used to regenerate 366 life over 5 turns, putting all charms on cooldown for 8 turns. Longbows are used to shoot arrows at your foes. |
![]() Requires: - 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: * 60% chance to disease * 29% chance to daze at end of turn Burst (radius 2) on crit: +6 acid When wielded/worn: Accuracy: +23 (+3 eff.) Physical crit. chance: +23.0% Changes stats: +6 Str / +6 Dex / +6 Mag / +8 Wil / +6 Cun / +6 Con Changes resistances: +9% acid / +3% nature Changes resistances penetration: +23% lightning / +10% acid Changes damage: +33% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Spell save: +9 (+1 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum mana: +100.00 Defense after a teleport: +15 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 60% chance to blind Damage (Ranged): +38 lightning Burst (radius 1) on hit: +4 light When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +21.0% Changes stats: +3 Cun Changes resistances: +9% darkness Changes resistances penetration: +38% physical Changes damage: +26% lightning Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +2% Light radius: +4 Damage Shield penetration: +90% Longbows are used to shoot arrows at your foes. |
![]() Requires: - 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 blind Damage (Ranged): +39 fire When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +10% acid / +33% physical / +21% fire Changes damage: +18% acid / +66% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Spell save: +15 (+1 eff.) Psi when hit: +0.20 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Global speed: +9% Heals friendly targets nearby when you use a nature summon: +10 New effects duration reduction after a teleport: +20% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 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: * Slows global speed by 40% * 70% chance to corrode armour by 30% Burst (radius 1) on hit: +6 mind Burst (radius 2) on crit: +2 darkness When wielded/worn: Effects on ranged hit: * 36 arcane resource burn Changes stats: +11 Dex / +11 Wil / +9 Cun Changes resistances: +3% darkness / +6% acid Changes resistances penetration: +35% acid / +15% darkness Changes damage: +12% darkness / +18% nature Talent mastery: +0.30 Wild-gift / Antimagic Life regen: +4.00 Mindpower: +23 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() Requires: - 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: * 30% chance to daze at end of turn Burst (radius 2) on crit: +4 mind When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Fatigue: -6% Changes stats: +6 Str / +18 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +3% blight / +3% temporal / +3% light / +12% nature Changes resistances penetration: +23% lightning / +68% physical Changes damage: +30% physical Spell save: +9 (+1 eff.) Life regen: +0.20 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 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 crit: * silences the target Damage (Ranged): +38 nature Burst (radius 1) on hit: +2 fire Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +46 (+6 eff.) Physical crit. chance: +32.0% Changes stats: +3 Cun / +2 Wil Changes resistances: +3% fire Changes resistances penetration: +23% nature / +5% mind Changes damage: +12% nature Grants telepathy: Humanoid/Orc Heals friendly targets nearby when you use a nature summon: +30 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+2 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+2 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() Requires: - 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: * 75% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +30 cold Burst (radius 1) on hit: +4 mind / +4 temporal When wielded/worn: Armour: +23 Changes stats: +9 Dex / +2 Mag / +2 Wil Changes resistances: +6% blight / +6% temporal Changes resistances penetration: +32% physical / +23% cold Changes damage: +9% temporal / +6% arcane / +33% physical Mana each turn: +0.20 Resist all after a teleport: +4% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Scatter Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() Requires: - 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 (+2 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 4 power out of 8/8) : Effective talent level: 3.0 Power cost: 4 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. |
![]() Requires: - 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 (+2 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 4 power out of 8/8) : Effective talent level: 3.0 Power cost: 4 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. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 76% chance to inflict 15% damage reduction * Slows global speed by 40% * 40% chance to blind Damage (Ranged): +17 fire Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 acid When wielded/worn: Changes resistances: +6% acid / +3% light / +3% nature Changes resistances penetration: +10% acid / +45% physical / +5% nature Changes damage: +3% acid / +22% fire / +3% darkness / +6% nature Damage Shield penetration: +93% Slings are used to hurl stones or metal shots at your foes. |
![]() 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 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Wil / +8 Cun / +2 Con Changes resistances: +6% temporal Changes resistances penetration: +10% temporal / +48% physical Grants telepathy: Dragon Critical mult.: +10.00% Life regen: +0.60 Light radius: +3 Damage Shield penetration: +47% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting 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 On weapon hit: * 77% chance to cause random gloom * 16% chance to daze at end of turn On weapon crit: * silences the target Damage (Ranged): +25 nature When wielded/worn: Changes stats: +3 Str / +11 Dex / +4 Mag / +6 Wil / +4 Cun / +4 Con Changes resistances: +9% mind / +3% light Changes resistances penetration: +15% lightning / +15% nature / +5% mind Changes damage: +6% light Mental save: +6 (+0 eff.) Psi when hit: +0.24 Maximum hate: +6.00 Mindpower: +2 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 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 On weapon hit: * Slows global speed by 20% Damage (Ranged): +12 acid When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +7 Str Changes resistances: +3% fire / +18% temporal / +6% mind / +12% cold Changes damage: +22% acid / +23% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +10.00% Maximum encumbrance: +90 Disease immunity: +15% Life regen: +0.40 Slings are used to hurl stones or metal shots at your foes. |
![]() 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 On weapon hit: * 78% chance to inflict 15% damage reduction Damage (Ranged): +24 lightning Burst (radius 1) on hit: +6 nature When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Changes stats: +2 Dex / +3 Con Changes resistances: +3% physical Changes resistances penetration: +15% nature / +22% physical Changes damage: +22% lightning / +26% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Life regen: +0.40 Healing mod.: +15% Damage Shield penetration: +54% Slings are used to hurl stones or metal shots at your foes. |
![]() 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 On weapon hit: * 40% chance to disease Burst (radius 1) on hit: +4 arcane When wielded/worn: Physical power: +12 (+2 eff.) Ammo reloads per turn: +5 Changes stats: +7 Str / +7 Mag / +5 Wil Changes resistances penetration: +10% temporal / +15% physical Changes damage: +6% blight / +10% temporal / +6% mind / +37% physical Grants telepathy: Dragon Talent mastery: +0.20 Chronomancy / Bow Threading Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Maximum psi: +10.00 Mindpower: +16 (+2 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * Slows global speed by 40% Travel speed: +200% Burst (radius 2) on crit: +2 temporal When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +5% darkness / +45% temporal / +5% mind / +19% physical Changes damage: +3% temporal / +12% nature / +43% physical Grants telepathy: Dragon Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +10.00% Heals friendly targets nearby when you use a nature summon: +30 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - 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 7 power out of 16/16) : Effective talent level: 4.0 Power cost: 7 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... |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * 20% chance to daze at end of turn Travel speed: +200% Burst (radius 1) on hit: +4 lightning / +2 darkness Burst (radius 2) on crit: +2 darkness When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +10 Cun / +4 Con Changes resistances: +12% acid / +12% fire / +6% nature / +3% lightning Changes resistances penetration: +13% lightning / +22% physical Changes damage: +9% darkness / +15% physical Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% Slings are used to hurl stones or metal shots at your foes. |
![]() 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 Burst (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +7.0% Ammo reloads per turn: +3 Changes stats: +3 Str / +1 Mag / +2 Cun Changes resistances penetration: +9% temporal / +32% physical Changes damage: +9% temporal / +13% physical Talent mastery: +0.10 Chronomancy / Bow Threading Damage Shield penetration: +38% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 95% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +16 fire Burst (radius 1) on hit: +2 arcane / +4 fire Burst (radius 2) on crit: +10 fire When wielded/worn: Changes resistances: +12% blight / +6% temporal / +6% fire Changes resistances penetration: +30% blight / +25% physical / +5% arcane / +10% fire Changes damage: +3% blight / +12% temporal / +22% fire Damage Shield penetration: +60% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 161% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.5% Capacity: 19 On weapon hit: * Slows global speed by 40% * 10% chance to knock the target back * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 33 bleeding, 85% reduced healing Damage (Ranged): +47 physical / +21 bleed When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x 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. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 168% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 Turns elapse between self-loadings: 6 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 44% chance to cause random gloom * Slows global speed by 40% * 59% chance to disease * 96% chance to daze at end of turn Damage (Ranged): +8 lightning / +16 arcane / +63 blight / +30 mind / +20 nature Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +28 nature Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% On weapon crit: * burns latent spell energy Damage (Ranged): +42 insidious poison / +38 manaburn arcane / +36 fire / +8 nature Burst (radius 2) on crit: +4 nature / +21 fire Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Arcane Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +3.0% Capacity: 49 Turns elapse between self-loadings: -5 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +23 lightning Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +12 arcane Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 80% chance to corrode armour by 30% * Slows global speed by 60% * 40% chance to blind * 20% chance to torment the target * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Ranged): +30 darkness / +24 nature / +26 acid / +4 blight / +29 mind / +12 light Burst (radius 1) on hit: +28 nature / +16 acid Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +38 Crit. chance: +37.0% Capacity: 21 On weapon hit: * 80% chance to inflict 15% damage reduction * 20% chance to daze at end of turn On weapon crit: * cripple the target Travel speed: +600% Damage (Ranged): +58 lightning / +8 darkness Burst (radius 1) on hit: +12 darkness / +4 physical Burst (radius 2) on crit: +23 lightning / +12 physical / +8 darkness When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * Slows global speed by 60% * 71 arcane resource burn * 10% chance to create an air burst * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +8 lightning / +44 cold / +20 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +12 nature / +18 cold Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Turns elapse between self-loadings: 6 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 53% chance to cause random gloom * 24% chance to disease * 25% chance to put talents on cooldown Damage (Ranged): +36 arcane / +30 blight / +17 mind / +16 fire Burst (radius 1) on hit: +8 arcane / +4 fire Burst (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
![]() 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 Power: 177% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +36 Crit. chance: +3.0% Capacity: 52 Turns elapse between self-loadings: 0 On weapon hit: * 60% chance to blind * 83% chance to corrode armour by 30% Damage (Ranged): +4 acid / +45 darkness / +12 mind Burst (radius 1) on hit: +16 arcane Burst (radius 2) on crit: +4 acid / +4 arcane / +8 mind Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x 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. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 182% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +20.0% Capacity: 19 On weapon hit: * Random elemental explosion Travel speed: +200% Damage (Ranged): +30 cold / +12 mind / +4 arcane Burst (radius 1) on hit: +12 mind / +12 acid Burst (radius 2) on crit: +4 mind / +4 acid Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 205% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +21.0% Capacity: 20 On weapon hit: * 84% chance to daze at end of turn * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +28 lightning / +26 darkness / +33 mind / +8 arcane Burst (radius 1) on hit: +8 mind / +8 arcane Burst (radius 2) on crit: +16 lightning Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +24.0% Capacity: 23 On weapon hit: * 30% chance to disease * Slows global speed by 60% * 60% chance to gain 10% of a turn (3/turn limit) * 40% chance to inflict 15% damage reduction * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * cripple the target Damage (Ranged): +35 temporal / +8 darkness / +30 blight / +12 nature / +30 physical Burst (radius 1) on hit: +20 darkness / +8 temporal Burst (radius 2) on crit: +8 nature Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 Turns elapse between self-loadings: 0 On weapon hit: * 81% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +28 mind / +28 darkness Burst (radius 1) on hit: +32 temporal / +12 darkness / +52 mind Burst (radius 2) on crit: +20 darkness Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 178% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +19.0% Capacity: 20 On weapon hit: * 60% chance to gain 10% of a turn (3/turn limit) * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 33 bleeding, 85% reduced healing Travel speed: +200% Damage (Ranged): +20 darkness / +20 bleed / +20 mind Burst (radius 1) on hit: +24 temporal / +12 nature / +4 mind Burst (radius 2) on crit: +4 mind / +4 temporal Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 81% chance to blind * 60% chance to daze at end of turn Damage (Ranged): +60 insidious poison / +20 lightning Burst (radius 1) on hit: +8 lightning / +8 mind / +16 arcane Burst (radius 2) on crit: +16 mind / +36 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 182% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +11 Crit. chance: +16.0% Capacity: 24 On weapon hit: * 60 arcane resource burn On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +42 insidious poison / +4 physical Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 nature / +16 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 163% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 40% chance to blind * 19% chance to disease * 25% chance for lightning to arc to a second target * 20% chance to torment the target Damage (Ranged): +13 lightning / +11 darkness / +16 blight / +4 light / +13 mind Burst (radius 1) on hit: +16 light / +4 mind Burst (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 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 (+3 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 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 (+1 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
![]() 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: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 19% chance to blind Changes stats: +5 Con / +5 Mag Changes resistances: +13% physical / +21% light / +5% darkness Changes damage: +3% arcane Talent granted: +4 Block Mana when firing critical spell: +2.00 Spellpower: +12 (+1 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 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 (+2 eff.) Ranged Defense: +14 (+2 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. |
![]() 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: +13 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 10 fire Damage when hit (Melee): 24 nature / 20 fire Changes stats: +7 Con Changes resistances: +13% acid / +6% light / +11% fire / +13% cold / +12% lightning Changes resistances penetration: +10% light Changes damage: +9% light / +9% lightning Talent granted: +5 Block Physical save: +14 (+1 eff.) Light radius: +2 Handheld deflection devices. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+3 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+2 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 10 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 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: +12 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Con Changes resistances: +12% acid / +18% physical / +9% light / +10% fire / +10% cold / +13% lightning Changes damage: +18% fire / +6% darkness / +6% temporal Talent granted: +5 Block Physical save: +15 (+1 eff.) Handheld deflection devices. |
![]() 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 power: +2 (+1 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes resistances: +30% lightning / +25% light / +26% darkness Talent granted: +5 Block Critical mult.: +6.00% Stamina each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +4% Mental crit. chance: +1% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +30 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() 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: +30 Armour Hardiness: +10% Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Wil / +7 Con Changes resistances: +38% physical Changes damage: +6% blight Talent granted: +5 Block Physical save: +15 (+1 eff.) Spell save: +20 (+2 eff.) Spellpower: +2 (+0 eff.) Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 9 cold Effects when hit in melee: * 20% chance to corrode armour by 30% Damage when hit (Melee): 20 ice Changes stats: +5 Wil / +13 Con Changes resistances: +24% acid Changes resistances penetration: +10% blight Changes damage: +6% acid Talent granted: +5 Block Physical save: +15 (+1 eff.) Maximum vim: +20.00 Spell crit. chance: +6% Handheld deflection devices. |
![]() 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: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 17 ice / 4 nature Changes stats: +6 Wil / +7 Con Changes resistances: +9% fire / +19% physical / +12% nature / +19% cold Changes resistances penetration: +5% fire Changes damage: +3% fire Talent granted: +5 Block Physical save: +15 (+1 eff.) Handheld deflection devices. |
![]() 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: +19 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 45% chance to inflict 15% damage reduction Effects when hit in melee: * 40% chance to blind Damage when hit (Melee): 12 darkness / 20 temporal Changes stats: +5 Mag / +14 Con Changes resistances: +0% physical / +20% temporal / +20% light / +9% darkness Reduce damage by fixed amount: +0 physical Changes damage: +9% mind Talent granted: +5 Block Physical save: +15 (+1 eff.) Stamina each turn: +1.00 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 12 cooldown : Effective talent level: 5.0 Power cost: 12 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 (877) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 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: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 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 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 12 arcane / 8 lightning Changes stats: +6 Con Changes resistances: +31% lightning / +9% fire / +9% arcane Maximum wards: +6 lightning / +4 temporal / +6 blight / +4 fire / +6 cold Changes resistances penetration: +15% blight Talents granted: +1 Ward +5 Block Physical save: +15 (+1 eff.) Handheld deflection devices. |
![]() 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 (+2 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness 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." |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to corrode armour by 30% Damage when hit (Melee): 16 physical Changes stats: +4 Dex / +6 Wil / +5 Cun / +11 Con Changes resistances: +40% acid / +20% mind Talent granted: +5 Block Handheld deflection devices. |
![]() 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: +30 Armour Hardiness: +9% Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +20% physical Talent granted: +5 Block Physical save: +15 (+1 eff.) Handheld deflection devices. |
![]() 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: +13 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 8 darkness Changes stats: +7 Con Changes resistances: +13% acid / +15% darkness / +13% fire / +10% arcane / +13% cold / +15% mind / +13% lightning Talent granted: +5 Block Physical save: +21 (+2 eff.) Mental save: +6 (+0 eff.) Blindness immunity: +30% Disarm immunity: +10% Confusion immunity: +10% Knockback immunity: +10% Only die when reaching: -40.00 life Maximum life: +82.00 Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to blind Effects when hit in melee: * 17% chance to corrode armour by 30% Changes stats: +3 Wil / +13 Con Changes resistances: +19% acid Changes resistances penetration: +15% arcane Changes damage: +9% blight Talent granted: +5 Block Physical save: +15 (+1 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum life: +100.00 Maximum vim: +10.00 Spell crit. chance: +3% Handheld deflection devices. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 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 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 146.07 to 182.59 physical damage (based on Willpower and Cunning) with knockback, costing 4 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * Slows global speed by 4% * 5 arcane resource burn Damage when hit (Melee): 16 acid Changes stats: +4 Con Changes resistances: +16% mind / +13% darkness Changes resistances penetration: +10% lightning Changes damage: +6% nature Physical save: +12 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +25 (+1 eff.) Poison immunity: +25% Disease immunity: +22% 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. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +3 Cun Changes resistances: +12% acid / +13% physical / +13% fire / +16% nature / +13% cold Changes damage: +10% acid / +9% physical / +10% light / +11% fire / +10% cold / +11% nature / +7% darkness Talent cooldown: Refit Golem (-4 turns) Physical save: +10 (+1 eff.) Mental save: +6 (+0 eff.) Blindness immunity: +15% Knockback immunity: +10% Spellpower: +7 (+1 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 blight Changes stats: +5 Mag / +5 Wil Changes resistances: +15% lightning / +55% fire / +18% darkness Changes resistances penetration: +45% darkness Changes damage: +18% lightning / +15% fire / +18% darkness Silence immunity: +38% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +13 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 39% Damage when hit (Melee): 16 arcane / 20 nature Changes resistances: +26% light / +6% nature Changes damage: +15% nature / +6% light Mental save: +27 (+1 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+2 eff.) Mental save: +15 (+0 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+2 eff.) It can be used to activate talent Temporal Reprieve (costing 19 power out of 50/50) : Effective talent level: 1.0 Power cost: 19 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+2 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +13 (+2 eff.) Changes stats: +20 Mag Changes resistances: +9% temporal / +15% light / +9% blight / +29% mind / +35% darkness Changes resistances penetration: +14% temporal / +15% physical Changes damage: +9% nature / +17% temporal / +20% light / +17% physical Physical save: +19 (+1 eff.) Spell save: +18 (+2 eff.) Mental save: +40 (+2 eff.) Cut immunity: +10% Confusion immunity: +10% Maximum life: +57.00 Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +14 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. |
![]() 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: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +2 Wil / +2 Con Changes resistances: +20% acid / +17% physical / +20% fire / +20% cold Changes resistances penetration: +15% lightning / +15% acid Changes damage: +27% acid / +15% physical / +13% cold / +13% fire / +6% arcane / +20% all Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Refit Golem (-5 turns) Physical save: +28 (+2 eff.) Spell save: +6 (+1 eff.) Mana each turn: +0.20 Spellpower: +18 (+2 eff.) Light radius: +3 Infravision radius: +5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 12 mind / 16 physical Changes stats: +13 Con Changes resistances: +2% physical / +25% darkness / +20% blight / +30% mind / +9% arcane Changes damage: +15% nature / +20% blight Physical save: +32 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +40 (+2 eff.) Poison immunity: +37% Disease immunity: +50% Maximum hate: +4.00 Mindpower: +12 (+2 eff.) Healing mod.: +30% 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. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Dex / +2 Mag / +3 Wil / +10 Con Changes resistances: +30% cold / +30% mind / +30% darkness Changes damage: +20% cold / +19% nature / +15% mind Physical save: +20 (+2 eff.) Spell save: +48 (+3 eff.) Mental save: +31 (+1 eff.) Poison immunity: +50% Disease immunity: +50% 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. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +24% lightning / +3% acid Changes damage: +16% lightning Grants telepathy: All Mental save: +15 (+0 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +61 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 blight Changes stats: +14 Mag / +14 Wil / +7 Cun Changes resistances: +3% blight / +3% lightning Changes resistances penetration: +15% nature Changes damage: +6% blight / +6% lightning Critical mult.: +16.00% Silence immunity: +47% Mana each turn: +0.40 Psi each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +7 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +15 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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.) Changes stats: +3 Str / +1 Dex / +10 Mag / +4 Wil / +6 Cun / +2 Con Changes resistances: +19% mind / +6% arcane Changes resistances penetration: +14% temporal / +15% physical Changes damage: +19% physical / +26% light / +20% temporal / +19% mind / +20% darkness Grants telepathy: Dragon Spellpower: +9 (+1 eff.) Spell crit. chance: +8% Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +4 Defense: +17 (+3 eff.) Ranged Defense: +12 (+1 eff.) Changes stats: +8 Str / +2 Dex / +13 Mag / +11 Wil Changes resistances: +14% lightning / +15% cold / +9% blight / +30% fire Changes resistances penetration: +17% mind Changes damage: +18% lightning / +27% physical / +20% cold / +20% mind / +20% fire Physical save: +20 (+2 eff.) Spell save: +6 (+1 eff.) Psi each turn: +0.92 Maximum stamina: +20.00 Maximum psi: +37.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Wil / +7 Con Changes resistances: +30% lightning / +6% temporal / +9% darkness Changes resistances penetration: +20% mind Changes damage: +20% lightning / +9% temporal / +3% darkness / +26% mind / +18% nature Mental save: +6 (+0 eff.) Poison immunity: +48% Disease immunity: +38% Psi each turn: +0.77 Equilibrium when hit: +0.36 Maximum hate: +6.00 Maximum psi: +27.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 8 darkness / 8 blight Changes stats: +5 Mag / +6 Wil Changes resistances: +48% lightning / +30% nature Changes damage: +29% lightning / +6% darkness / +3% blight / +38% nature / +12% arcane Silence immunity: +50% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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): 20 nature / 12 light Changes stats: +16 Str / +16 Mag / +16 Wil Changes resistances: +30% lightning / +9% light / +26% cold / +6% nature / +15% fire Changes resistances penetration: +20% mind / +25% fire / +15% light / +10% nature Changes damage: +33% lightning / +27% physical / +18% fire / +39% cold / +18% nature / +20% mind Psi each turn: +1.00 Maximum psi: +38.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Light radius: +7 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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.) Damage when hit (Melee): 16 acid / 16 blight Changes stats: +4 Cun Changes resistances: +12% blight / +24% mind / +30% darkness Changes resistances penetration: +44% blight / +10% acid Changes damage: +6% acid / +18% darkness / +20% light / +12% mind / +20% all Physical save: +18 (+1 eff.) Spell save: +19 (+2 eff.) Mental save: +37 (+2 eff.) Spellpower: +30 (+3 eff.) Spell crit. chance: +10% 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 46% chance to disease Damage when hit (Melee): 8 lightning Changes stats: +11 Cun Changes resistances: +28% darkness / +6% lightning Changes resistances penetration: +15% lightning / +15% darkness / +20% arcane / +15% blight Changes damage: +68% darkness / +6% arcane / +33% light Spellpower: +20 (+2 eff.) Spell crit. chance: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Defense: +5 (+1 eff.) Effects when hit in melee: * Slows global speed by 10% * 10 arcane resource burn Changes stats: +10 Con Changes resistances: +20% blight / +2% physical / +6% lightning / +6% acid Changes damage: +20% nature Critical mult.: +12.00% Physical save: +40 (+3 eff.) Mental save: +15 (+0 eff.) Poison immunity: +60% Disease immunity: +50% Disarm immunity: +20% Stun/Freeze immunity: +15% Life regen: +5.30 Maximum life: +98.00 Maximum stamina: +10.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Defense: +5 (+1 eff.) Changes stats: +2 Dex / +1 Cun / +20 Con Changes resistances: +30% acid Changes damage: +20% acid / +6% physical / +27% nature / +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Spell save: +30 (+2 eff.) Poison immunity: +82% Disease immunity: +99% Mana when firing critical spell: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +2 Wil / +9 Mag Changes resistances: +27% acid / +6% light / +39% mind / +21% darkness Changes resistances penetration: +15% temporal / +5% mind / +10% physical Changes damage: +18% acid / +19% physical / +3% mind / +17% temporal Critical mult.: +5.00% Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +40 (+2 eff.) Poison immunity: +20% Cut immunity: +15% Vim when firing critical spell: +3.00 Only die when reaching: -20.00 life Spell crit. chance: +1% 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. |
![]() 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 (+1 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 7 power out of 50/50) : Effective talent level: 2.0 Power cost: 7 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 321.98 to 965.94 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 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 (+0 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 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+2 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +19 Defense: +12 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -3% Changes stats: +7 Str / +6 Dex / +6 Cun / +2 Con Changes resistances: +12% acid / +9% physical / +12% darkness / +6% blight / +6% fire / +6% cold / +9% temporal Changes damage: +12% mind Critical mult.: +14.00% Blindness immunity: +20% Poison immunity: +10% Disarm immunity: +10% Confusion immunity: +10% Teleport immunity: +25% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.4 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 60% Changes stats: +6 Cun Changes resistances: +24% acid Changes damage: +21% nature / +36% blight Grants telepathy: Humanoid/Orc Mental save: +60 (+3 eff.) Equilibrium when hit: +0.32 Maximum hate: +10.00 Maximum psi: +50.00 Mental crit. chance: +4% A suit of armour made of leather. |
![]() 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 (+2 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. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +24 Defense: +15 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 14 light / 12 arcane Changes stats: +9 Dex / +3 Mag / +8 Wil / +10 Cun Changes resistances: +14% acid / +30% darkness / +30% blight / +15% cold / +6% mind / +10% arcane Changes resistances penetration: +10% mind Allows you to breathe in: water Critical mult.: +25.00% Spellpower: +6 (+1 eff.) Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 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 50, based on Cunning and Magic) for 10 turns, costing 19 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 40 arcane resource burn * 30% chance to corrode armour by 30% Damage (Melee): 10 fire Damage (Ranged): 8 fire Changes stats: +3 Mag Changes resistances: +30% lightning / +6% temporal / +3% darkness / +30% fire / +9% cold / +30% physical Changes damage: +12% physical Grants telepathy: Demon/Minor Demon/Major Life regen: +3.60 Maximum life: +100.00 Infravision radius: +3 Healing mod.: +27% A suit of armour made of leather. |
![]() 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 (+3 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 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 5 power out of 16/16) : Effective talent level: 4.0 Power cost: 5 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 723.76 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. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +24 Defense: +20 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% * 58% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +10 Cun / +2 Wil Changes resistances: +42% acid / +12% cold / +9% arcane Changes resistances penetration: +20% lightning Changes damage: +9% lightning Allows you to breathe in: water Mental save: +25 (+1 eff.) Mindpower: +8 (+1 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +22 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 59% chance to corrode armour by 30% Changes stats: +4 Con Changes resistances: +43% acid / +14% cold / +6% blight Allows you to breathe in: water Physical save: +9 (+1 eff.) Mental save: +12 (+0 eff.) Silence immunity: +10% Pinning immunity: +10% Teleport immunity: +15% Life regen: +15.00 Maximum life: +70.00 Healing mod.: +30% A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 67% chance to inflict 15% damage reduction Damage (Melee): 10 fire Damage (Ranged): 8 fire Damage when hit (Melee): 8 light / 16 darkness / 8 mind Changes resistances: +28% acid / +30% physical / +20% blight / +27% fire / +15% nature Changes resistances penetration: +25% mind / +10% fire Changes damage: +33% mind Reduced damage from: +14% Unnatural A suit of armour made of leather. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 23 power out of 60/60) : Effective talent level: 2.8 Power cost: 23 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 5 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +6 Physical power: +4 (+1 eff.) Armour: +20 Defense: +11 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 blight / 14 light / 16 lightning Changes stats: +4 Str / +5 Wil Changes resistances: +15% lightning / +27% darkness / +30% blight / +15% cold / +20% arcane Changes resistances penetration: +10% physical Changes damage: +6% blight Physical save: +15 (+1 eff.) Spell save: +25 (+2 eff.) Cut immunity: +15% Light radius: +2 A suit of armour made of mail. |
![]() 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 nature Changes stats: +9 Str / +6 Wil Changes resistances: +3% acid / +15% physical / +48% darkness / +39% blight / +6% temporal / +9% nature / +9% lightning Changes resistances penetration: +5% lightning Physical save: +10 (+1 eff.) Spell save: +20 (+2 eff.) Cut immunity: +10% Knockback immunity: +10% Life regen: +7.80 Stamina each turn: +2.50 Light radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.4 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Armour: +20 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +1 Dex / +2 Mag / +12 Wil / +9 Cun Changes resistances: +13% acid / +13% physical / +13% fire / +12% lightning / +13% cold Changes resistances penetration: +5% arcane Changes damage: +3% blight Physical save: +30 (+2 eff.) Spell save: +40 (+3 eff.) Mental save: +22 (+1 eff.) Life regen: +4.00 Stamina each turn: +0.80 Only die when reaching: -60.00 life Maximum life: +100.00 Maximum mana: +40.00 Light radius: +1 Healing mod.: +30% Damage Shield penetration: +20% A suit of armour made of mail. |
![]() 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 (+2 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 19 power out of 80/80) : Effective talent level: 3.0 Power cost: 19 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 189.37 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. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 16 arcane / 16 physical Changes stats: +15 Cun / +11 Wil Changes resistances: +14% acid / +15% cold / +9% light / +10% arcane Changes damage: +24% light Allows you to breathe in: water Reduces incoming crit damage: 10.00% Mental save: +25 (+1 eff.) Light radius: +3 A suit of armour made of mail. |
![]() 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: +32 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +58% acid / +29% cold / +15% nature Allows you to breathe in: water Spell save: +12 (+1 eff.) Silence immunity: +15% Confusion immunity: +15% Mana each turn: +0.08 Maximum mana: +60.00 Spell crit. chance: +2% A suit of armour made of mail. |
![]() 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: +29 Defense: +17 (+3 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 arcane Changes stats: +2 Cun Changes resistances: +30% lightning / +10% arcane / +15% mind Changes resistances penetration: +50% mind Changes damage: +15% arcane Physical save: +15 (+1 eff.) Mental save: +21 (+1 eff.) A suit of armour made of mail. |
![]() 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: +30 Defense: +5 (+1 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 45% * 45% chance to corrode armour by 30% Changes resistances: +17% acid / +13% physical / +12% temporal / +13% fire / +13% cold / +12% nature / +13% lightning Changes resistances penetration: +15% darkness / +15% temporal Changes damage: +6% darkness / +18% temporal Physical save: +15 (+1 eff.) Life regen: +4.00 Maximum life: +98.00 Healing mod.: +27% A suit of armour made of mail. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+1 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 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: Armour: +35 Defense: +25 (+4 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 / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+1 eff.) Spell save: +25 (+2 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 6 power out of 15/15) : Effective talent level: 3.6 Power cost: 6 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 73% 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?" |
![]() Infused 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. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Effects on melee hit: * Slows global speed by 54% Damage when hit (Melee): 24 light Changes stats: +3 Str / +5 Dex Changes resistances: +7% acid / +4% physical / +18% nature / +7% blight Changes damage: +12% physical Spell save: +40 (+3 eff.) Life regen: +0.60 Only die when reaching: -100.00 life Maximum stamina: +15.00 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +18 Str / +4 Dex / +10 Wil / +3 Cun Changes resistances penetration: +15% arcane / +25% temporal Changes damage: +12% mind / +9% arcane Grants telepathy: Dragon Reduces incoming crit damage: 30.00% Maximum encumbrance: +28 A belt that goes around your waist. |
![]() Crafted 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 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 10 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 darkness Changes stats: +5 Dex / +4 Cun / +7 Lck Trap disarming bonus: +10 Stealth bonus: +8 Maximum encumbrance: +32 Physical save: +5 (+1 eff.) Disarm immunity: +5% Stun/Freeze immunity: +10% Mindpower: +2 (+0 eff.) Infravision radius: +4 A belt that goes around your waist. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +19 Changes stats: +5 Wil Changes resistances: +11% acid / +12% fire / +11% blight Grants telepathy: Dragon Reduces incoming crit damage: 28.00% Physical save: +87 (+5 eff.) Blindness immunity: +25% Disarm immunity: +25% Maximum hate: +6.00 Mental crit. chance: +4% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 60% Changes resistances: +9% nature / +15% darkness Changes resistances penetration: +40% darkness / +15% nature / +25% mind Changes damage: +9% mind / +21% darkness / +9% light Reduced damage from: +33% Summoned Critical mult.: +15.00% Mental save: +30 (+1 eff.) Maximum hate: +6.00 Mindpower: +12 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 46% chance to disease Changes stats: +15 Str / +19 Dex / +11 Cun / +5 Con / +10 Lck Changes resistances: +18% lightning / +33% fire Changes damage: +12% lightning Grants telepathy: Dragon Trap disarming bonus: +23 Stealth bonus: +14 Infravision radius: +6 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +22 Defense: +15 (+3 eff.) Changes resistances: +2% physical / +6% light / +15% cold Changes resistances penetration: +20% lightning Critical mult.: +11.00% Physical save: +18 (+1 eff.) Mental save: +64 (+3 eff.) Poison immunity: +25% Cut immunity: +40% Confusion immunity: +15% Stun/Freeze immunity: +20% Spellpower: +12 (+1 eff.) A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Defense: +15 (+3 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 20 darkness Changes stats: +3 Cun / +10 Mag Changes resistances: +15% lightning / +18% mind / +12% light Reduces incoming crit damage: 28.00% Spell save: +15 (+1 eff.) Mental save: +34 (+2 eff.) Cut immunity: +30% Knockback immunity: +25% Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +6 Dex / +6 Mag / +5 Cun / +10 Lck Changes resistances: +9% blight / +9% cold / +12% mind Critical mult.: +10.00% Trap disarming bonus: +30 Stealth bonus: +13 Physical save: +40 (+3 eff.) Spell save: +24 (+2 eff.) Mental save: +12 (+0 eff.) Confusion immunity: +10% Knockback immunity: +10% Stamina each turn: +0.60 Mana each turn: +0.60 Vim when firing critical spell: +3.00 Maximum mana: +60.00 Spell crit. chance: +2% Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Armour: +4 Changes stats: +19 Cun / +12 Dex Changes resistances: +10% acid / +3% physical / +10% cold / +19% fire / +9% mind / +10% lightning Changes resistances penetration: +10% temporal Grants telepathy: Demon/Minor Demon/Major Spell save: +20 (+2 eff.) Disarm immunity: +15% Knockback immunity: +10% Mental crit. chance: +27% See invisible: +6 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +14 Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 lightning / 24 mind Changes stats: +6 Mag / +4 Wil Changes resistances: +3% acid / +6% mind / +3% lightning Changes resistances penetration: +30% lightning / +15% acid Changes damage: +12% arcane / +6% mind Critical mult.: +14.00% Spell crit. chance: +6% It can be used to create a temporary shield that absorbs 389 damage, putting all charms on cooldown for 12 turns. A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +5 Dex / +10 Wil / +10 Cun Changes resistances: +12% fire / +15% cold / +15% darkness / +13% light Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Mental save: +30 (+1 eff.) Cut immunity: +20% Confusion immunity: +25% Equilibrium when hit: +0.12 Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +61.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +38.00 Maximum neg.energy: +29.00 Mental crit. chance: +13% Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Defense: +19 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Dex / +12 Wil / +6 Cun / +3 Con / +10 Lck Changes resistances: +12% temporal / +6% mind / +12% darkness Changes damage: +6% temporal Critical mult.: +15.00% Trap disarming bonus: +25 Stealth bonus: +30 Physical save: +10 (+1 eff.) Spell save: +3 (+1 eff.) Blindness immunity: +15% Silence immunity: +25% Pinning immunity: +10% Stun/Freeze immunity: +10% Infravision radius: +6 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +11 (+2 eff.) Armour: +4 Damage when hit (Melee): 12 light Changes stats: +8 Dex / +4 Wil / +6 Cun Changes resistances: +9% acid / +9% fire / +10% lightning / +10% cold Changes resistances penetration: +10% acid Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.16 Mental crit. chance: +11% Light radius: +5 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +17 (+3 eff.) Changes resistances penetration: +20% blight / +15% nature Critical mult.: +25.00% Stealth bonus: +10 Spell save: +20 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +20% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +11% lightning / +8% temporal / +3% blight / +12% fire / +10% cold Changes resistances penetration: +15% acid Changes damage: +6% blight / +6% acid Physical save: +16 (+1 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +6% temporal / +6% darkness / +9% lightning Changes damage: +6% nature / +9% lightning Reduced damage from: +45% Summoned Spell save: +50 (+3 eff.) Mental save: +39 (+2 eff.) Disease immunity: +25% Disarm immunity: +10% Teleport immunity: +15% Spellpower: +20 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 63% chance to daze at end of turn Damage when hit (Melee): 12 darkness Changes stats: +11 Dex / +12 Cun / +10 Lck Changes resistances: +12% darkness / +10% arcane Changes resistances penetration: +5% darkness / +10% blight Changes damage: +9% blight / +6% darkness / +9% lightning Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +14 Mental crit. chance: +15% Infravision radius: +4 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +10 Mag Changes resistances: +27% darkness Changes resistances penetration: +40% temporal Changes damage: +9% darkness / +9% arcane Critical mult.: +10.00% Mana each turn: +0.40 Maximum mana: +60.00 Spellpower: +10 (+1 eff.) Damage Shield penetration: +50% Defense after a teleport: +29 Resist all after a teleport: +29% New effects duration reduction after a teleport: +29% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +22 (+4 eff.) Changes stats: +3 Str / +8 Dex / +6 Mag / +5 Wil / +11 Cun / +10 Lck Changes resistances: +10% acid / +10% fire / +22% lightning / +10% cold Changes resistances penetration: +5% darkness Reduces incoming crit damage: 15.00% Trap disarming bonus: +30 Stealth bonus: +29 Infravision radius: +6 See invisible: +9 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +5 Str / +3 Dex Changes resistances: +12% darkness / +6% fire Changes resistances penetration: +20% fire Reduced damage from: +81% Summoned Critical mult.: +15.00% Light radius: +5 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 16 blight / 8 fire Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +8% arcane / +9% blight Changes resistances penetration: +10% arcane / +15% mind Changes damage: +6% blight Critical mult.: +23.00% Trap disarming bonus: +30 Stealth bonus: +15 Mental save: +24 (+1 eff.) Maximum psi: +30.00 Spellpower: +11 (+1 eff.) Infravision radius: +6 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +21 (+3 eff.) Changes stats: +6 Str / +6 Con Critical mult.: +14.00% Physical save: +15 (+1 eff.) Size category: +1 A belt that goes around your waist. |
![]() 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +22 (+3 eff.) Armour: +8 Defense: +1 (+1 eff.) Effects on melee hit: * 61% chance to corrode armour by 30% Damage when hit (Melee): 16 physical Changes stats: +5 Dex / +14 Con Changes resistances: +12% nature / +12% blight Changes resistances penetration: +25% nature Changes damage: +15% nature Physical save: +40 (+3 eff.) Life regen: +1.40 Only die when reaching: -80.00 life Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 darkness Changes resistances: +14% cold / +30% nature / +24% mind Changes resistances penetration: +20% darkness / +50% mind Changes damage: +9% nature / +30% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 45% * 60% chance to inflict 15% damage reduction Damage when hit (Melee): 20 nature Changes stats: +2 Mag / +10 Wil / +3 Cun Changes resistances: +24% nature / +9% temporal Grants telepathy: Dragon Critical mult.: +20.00% Spell save: +7 (+1 eff.) Mental save: +12 (+0 eff.) Maximum mana: +48.00 Maximum hate: +6.00 Mindpower: +12 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 23 power out of 60/60) : Effective talent level: 1.0 Power cost: 23 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 13 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 531.04 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+4 eff.) Defense: +5 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: -6% Changes stats: +3 Str / +2 Wil / +2 Con Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold Reduces incoming crit damage: 15.00% Mana each turn: +0.04 Maximum life: +74.00 Maximum stamina: +23.00 Maximum vim: +20.00 Spell crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+2 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+2 eff.) Effects on melee hit: * 35% chance to disease Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +35% arcane Critical mult.: +20.00% Physical save: +10 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +17 Maximum psi: +40.00 Spell crit. chance: +3% Mindpower: +10 (+1 eff.) Mental crit. chance: +11% Heals friendly targets nearby when you use a nature summon: +40 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +3 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Changes stats: +1 Mag / +2 Wil Critical mult.: +5.00% Spell save: +14 (+1 eff.) Mental save: +17 (+1 eff.) Maximum mana: +48.00 Maximum psi: +10.00 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 4 power out of 25/25) : Effective talent level: 3.0 Power cost: 4 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 137 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -6% Effects on melee hit: * 80% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +10 Dex / +3 Mag / +8 Wil / +5 Cun / +3 Con Changes damage: +9% darkness / +12% temporal Grants telepathy: Demon/Minor Demon/Major Maximum life: +60.00 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 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: * 67% chance to corrode armour by 30% * 60% chance to daze at end of turn Changes stats: +6 Mag / +12 Wil / +6 Cun Changes resistances: +49% darkness / +6% lightning Changes resistances penetration: +25% acid / +9% darkness / +15% arcane Changes damage: +3% lightning / +22% darkness / +12% arcane Stealth bonus: +15 Spell crit. chance: +8% Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 fire Changes stats: +6 Str / +6 Wil / +6 Cun / +6 Con Changes resistances: +12% lightning / +3% darkness / +12% light / +12% nature / +12% acid Physical save: +14 (+1 eff.) Spell save: +6 (+1 eff.) Maximum life: +102.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +15 (+3 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +3% darkness / +12% mind / +17% blight / +3% cold / +5% arcane / +14% nature Physical save: +24 (+2 eff.) Spell save: +35 (+3 eff.) Mental save: +41 (+2 eff.) Life regen: +2.60 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +20 Wil / +12 Cun Changes resistances: +6% lightning / +6% temporal / +6% light / +6% acid Reduces incoming crit damage: 20.00% Spell save: +24 (+2 eff.) Blindness immunity: +20% Cut immunity: +5% Confusion immunity: +10% Pinning immunity: +5% Stamina each turn: +0.60 Maximum mana: +80.00 Mental crit. chance: +14% Light radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 45% chance to corrode armour by 30% Changes stats: +6 Str / +10 Dex / +10 Cun / +6 Con Changes resistances: +15% acid / +9% blight Changes resistances penetration: +20% acid Changes damage: +6% fire Physical save: +15 (+1 eff.) Spell save: +9 (+1 eff.) Poison immunity: +10% Disease immunity: +10% Teleport immunity: +15% Only die when reaching: -80.00 life Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Defense: +18 (+3 eff.) Effects on melee hit: * Slows global speed by 56% Changes stats: +6 Cun / +5 Dex Changes resistances: +6% lightning / +6% fire / +31% darkness / +3% temporal Changes resistances penetration: +20% darkness / +15% lightning Changes damage: +25% darkness Grants telepathy: Dragon Stealth bonus: +25 Physical save: +14 (+1 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +20% Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +4 Mag / +11 Wil Changes resistances: +9% blight / +2% physical / +3% mind / +9% nature Changes resistances penetration: +15% arcane Changes damage: +15% arcane / +9% nature Critical mult.: +30.00% Spell save: +27 (+2 eff.) Mental save: +15 (+0 eff.) Blindness immunity: +10% Only die when reaching: -20.00 life Maximum mana: +176.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +25% darkness / +3% physical Changes resistances penetration: +15% blight / +10% acid / +20% darkness / +15% light Changes damage: +25% darkness Stealth bonus: +25 Physical save: +36 (+2 eff.) Spell save: +9 (+1 eff.) Mental save: +14 (+0 eff.) Stun/Freeze immunity: +15% Knockback immunity: +20% Only die when reaching: -70.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+1 eff.) It can be used to activate talent Barrier (costing 16 power out of 40/40) : Effective talent level: 3.6 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 607 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Effects on melee hit: * 42% chance to disease Changes stats: +12 Cun / +12 Wil Changes resistances: +6% fire / +21% mind / +5% arcane Changes resistances penetration: +35% blight Changes damage: +9% blight / +15% mind / +18% arcane Critical mult.: +30.00% Stealth bonus: +14 Mental crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 39% Changes stats: +14 Cun / +6 Dex Changes resistances: +6% lightning / +12% cold / +6% arcane / +19% temporal Spell save: +12 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+5 eff.) Defense: +9 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -10% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +2 Str / +4 Con Changes resistances: +9% fire / +6% cold / +35% darkness / +6% mind Changes resistances penetration: +20% darkness Changes damage: +25% darkness Stealth bonus: +25 Physical save: +20 (+2 eff.) Disease immunity: +10% Confusion immunity: +30% Stun/Freeze immunity: +15% Maximum life: +87.00 Maximum stamina: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +12% acid / +23% temporal / +30% darkness Physical save: +12 (+1 eff.) Spell save: +45 (+3 eff.) Mental save: +15 (+0 eff.) Confusion immunity: +35% Knockback immunity: +30% Only die when reaching: -60.00 life Spell crit. chance: +8% Defense after a teleport: +24 Resist all after a teleport: +15% New effects duration reduction after a teleport: +26% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 4 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +19 Defense: +22 (+4 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +11 Cun / +12 Dex Changes resistances: +29% fire / +25% light / +12% cold Stealth bonus: +14 Spell save: +40 (+3 eff.) Silence immunity: +35% Disarm immunity: +15% Stun/Freeze immunity: +15% Maximum hate: +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 55% chance to corrode armour by 30% * 55% chance to inflict 15% damage reduction Changes resistances: +18% darkness Changes resistances penetration: +15% acid / +46% fire / +25% darkness Changes damage: +24% darkness / +15% fire A pair of boots made of leather. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 8 power out of 20/20) : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +7 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +3% Changes resistances: +9% blight / +7% physical / +15% lightning / +9% fire Changes resistances penetration: +15% fire Changes damage: +9% fire Reduces incoming crit damage: 30.00% Poison immunity: +30% Cut immunity: +20% Pinning immunity: +30% Teleport immunity: +20% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+0 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 10 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +13 Fatigue: -4% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Reduces incoming crit damage: 5.00% Disease immunity: +10% Pinning immunity: +10% Stamina each turn: +1.80 Maximum life: +60.00 Mindpower: +8 (+1 eff.) Movement speed: +10% Healing mod.: +5% It can be used to activate talent Blindside, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 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 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -8% Damage when hit (Melee): 4 physical Changes stats: +7 Mag / +8 Wil / +2 Cun / +8 Con Changes resistances: +12% fire Changes resistances penetration: +10% physical Changes damage: +9% physical Maximum encumbrance: +45 Physical save: +12 (+1 eff.) Life regen: +5.40 Mindpower: +9 (+1 eff.) See invisible: +6 Healing mod.: +28% It can be used to activate talent Blindside, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 41 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Changes stats: +9 Wil / +8 Cun / +11 Con Changes resistances: +3% nature Changes resistances penetration: +15% mind / +10% physical Changes damage: +9% mind Maximum encumbrance: +39 Physical save: +36 (+2 eff.) Mental save: +34 (+2 eff.) Mindpower: +8 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * 63% chance to corrode armour by 30% Changes stats: +4 Mag / +6 Wil Changes damage: +18% acid / +9% blight Grants telepathy: Dragon Critical mult.: +10.00% Mental save: +30 (+1 eff.) Stamina each turn: +0.90 Equilibrium when hit: +0.12 Maximum life: +60.00 Maximum hate: +10.00 Spellpower: +6 (+1 eff.) Mindpower: +4 (+1 eff.) Movement speed: +10% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 10 turns. A pair of boots made of leather. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * Slows global speed by 60% Damage when hit (Melee): 12 arcane Changes stats: +8 Dex / +4 Wil / +6 Cun / +15 Lck Changes resistances: +10% arcane Changes resistances penetration: +15% arcane / +10% nature Changes damage: +9% darkness Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +15 Silence immunity: +47% Confusion immunity: +40% Stun/Freeze immunity: +50% Stamina each turn: +0.90 Equilibrium when hit: +0.16 Maximum life: +60.00 Movement speed: +10% A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +23 Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +13 Fatigue: +5% Effects on melee hit: * 68% chance to inflict 15% damage reduction Changes stats: +2 Str / +3 Dex Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Changes damage: +15% blight / +9% temporal Stamina each turn: +0.60 Mana when firing critical spell: +5.00 Maximum vim: +40.00 Spellpower: +6 (+1 eff.) A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +11 Fatigue: -13% Changes stats: +4 Str / +6 Con Changes resistances: +6% darkness Physical save: +6 (+1 eff.) Poison immunity: +15% Stun/Freeze immunity: +45% Stamina each turn: +0.70 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 10 cooldown : Effective talent level: 3.6 Power cost: 10 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str Changes resistances: +15% lightning / +14% temporal / +15% mind Changes resistances penetration: +15% mind Changes damage: +12% physical Physical save: +21 (+2 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+0 eff.) Life regen: +5.40 Only die when reaching: -80.00 life Maximum life: +10.00 Healing mod.: +27% A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -19% Damage when hit (Melee): 8 lightning Changes stats: +14 Dex / +2 Mag / +4 Cun / +4 Con / +15 Lck Changes resistances penetration: +20% lightning / +15% darkness Changes damage: +9% acid Grants telepathy: Dragon Stealth bonus: +14 Stamina each turn: +0.90 Maximum life: +53.00 Light radius: +2 See invisible: +9 Movement speed: +10% 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 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Fatigue: +1% Changes stats: +9 Dex / +4 Cun / +3 Con Changes resistances: +6% lightning / +15% fire / +15% cold Changes resistances penetration: +5% physical Reduces incoming crit damage: 10.00% Physical save: +12 (+1 eff.) Spell save: +18 (+2 eff.) Mental save: +15 (+0 eff.) Stun/Freeze immunity: +20% Stamina each turn: +1.20 Healing mod.: +10% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 100% 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. |
![]() Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +10 Defense: +17 (+3 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to blind Changes resistances: +6% light Light radius: +2 Infravision radius: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 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 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +1 Cun / +2 Con Changes resistances: +8% cold / +11% fire / +3% physical Life regen: +2.40 Stamina each turn: +0.20 Maximum life: +20.00 Healing mod.: +16% It can be used to activate talent Rush, placing all other charms into a 10 cooldown : Effective talent level: 3.6 Power cost: 10 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. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +14 (+2 eff.) Fatigue: -3% Changes resistances: +3% mind / +3% acid Maximum encumbrance: +20 Physical save: +8 (+1 eff.) Spell save: +9 (+1 eff.) Blindness immunity: +15% Disarm immunity: +15% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 13 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 390 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 32% Changes stats: +7 Str / +6 Cun / +15 Con Changes resistances: +6% blight / +6% fire / +12% temporal Changes damage: +3% lightning / +10% physical Physical save: +24 (+2 eff.) Mental save: +22 (+1 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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: +15 Defense: +24 (+4 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 60% * 45% chance to blind Damage when hit (Melee): 8 light / 24 fire / 24 nature / 12 arcane Changes resistances: +10% acid / +24% temporal / +30% darkness / +42% fire / +15% cold / +11% arcane / +15% lightning Changes resistances penetration: +20% temporal / +20% darkness / +10% nature Changes damage: +6% nature / +12% arcane Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 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 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +6 Mag Changes resistances: +12% darkness Changes resistances penetration: +10% mind Changes damage: +9% mind Physical save: +12 (+1 eff.) Spell save: +23 (+2 eff.) Mental save: +60 (+3 eff.) Equilibrium when hit: +0.16 Maximum hate: +6.00 Lowers spell cool-downs by: 10% Mental crit. chance: +9% Heals friendly targets nearby when you use a nature summon: +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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: Accuracy: +6 (+1 eff.) Armour: +5 Defense: +13 (+2 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: -6% Changes stats: +7 Wil / +3 Mag Changes resistances: +15% fire Changes resistances penetration: +10% physical Critical mult.: +9.00% Stamina each turn: +0.90 Maximum life: +60.00 Maximum stamina: +10.00 Maximum hate: +6.00 Mental crit. chance: +4% Movement speed: +10% Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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: * 30% chance to corrode armour by 30% Changes stats: +4 Str / +8 Mag / +3 Wil / +4 Con Changes resistances: +6% light / +6% darkness Changes resistances penetration: +20% arcane Changes damage: +18% acid / +9% darkness Spell save: +12 (+1 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +3% It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 10 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Fatigue: +4% Changes stats: +8 Mag / +8 Wil Changes resistances: +15% nature / +30% temporal / +30% darkness / +6% light Changes resistances penetration: +15% blight / +20% temporal / +20% darkness / +5% arcane Changes damage: +6% mind Blindness immunity: +10% Confusion immunity: +15% Spell crit. chance: +2% Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 49), putting all charms on cooldown for 10 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +6 Wil / +3 Cun / +6 Con Changes resistances: +30% temporal / +30% darkness / +6% mind Changes resistances penetration: +15% temporal / +18% darkness / +10% physical Changes damage: +27% mind Mental save: +9 (+0 eff.) Silence immunity: +41% Confusion immunity: +50% Stun/Freeze immunity: +50% Hate when firing a critical mind attack: +3.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +50 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +29% It can be used to activate talent Blindside, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 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 27 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. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun / +4 Dex Changes resistances: +9% lightning Changes damage: +12% nature / +12% temporal Physical save: +15 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +15 (+0 eff.) Silence immunity: +50% Confusion immunity: +44% Stun/Freeze immunity: +45% 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 6 cooldown : Effective talent level: 3.0 Power cost: 6 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 168% 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. |
![]() Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+1 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+1 eff.) It can be used to activate talent Spit Blight (costing 4 power out of 50/50) : Effective talent level: 3.0 Power cost: 4 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 371.23 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Changes stats: +6 Con / +6 Wil Changes resistances: +9% arcane / +30% temporal / +30% darkness / +6% light Changes resistances penetration: +10% physical / +20% darkness / +20% temporal Physical save: +12 (+1 eff.) Disease immunity: +20% Disarm immunity: +30% Pinning immunity: +20% Maximum mana: +40.00 Mindpower: +9 (+1 eff.) Movement speed: +20% Damage Shield penetration: +40% Defense after a teleport: +30 Resist all after a teleport: +16% New effects duration reduction after a teleport: +29% It can be used to activate talent Blindside, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 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. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +11 Fatigue: +4% Changes stats: +11 Cun / +12 Con Changes resistances: +6% acid / +2% physical / +6% darkness / +6% lightning Changes resistances penetration: +15% mind / +12% physical Critical mult.: +10.00% Physical save: +55 (+4 eff.) Mental save: +77 (+4 eff.) Cut immunity: +10% Confusion immunity: +15% Mana when firing critical spell: +1.00 Maximum mana: +100.00 Spell crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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: +11 Defense: +22 (+4 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to disease Changes stats: +4 Cun / +6 Con Changes resistances: +3% physical / +3% mind / +6% temporal Changes damage: +15% blight Reduces incoming crit damage: 5.00% Physical save: +57 (+4 eff.) Spell save: +31 (+2 eff.) Mental save: +40 (+2 eff.) Pinning immunity: +10% Knockback immunity: +25% Teleport immunity: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 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 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +2 Damage (Melee): 7 arcane Changes stats: +3 Str / +5 Mag / +3 Wil / +5 Cun Changes resistances: +6% arcane Critical mult.: +7.00% Equilibrium when hit: +0.04 Spell crit. chance: +8% Mental crit. chance: +9% It can be used to activate talent Disperse Magic, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +18 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: -6% Damage (Melee): 11 physical Changes stats: +4 Con Changes resistances: +12% temporal Changes damage: +15% light / +8% physical Spell save: +40 (+3 eff.) Disarm immunity: +15% Knockback immunity: +40% Light radius: +5 See invisible: +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +2 Changes stats: +4 Str / +4 Wil Changes resistances: +24% acid Changes resistances penetration: +35% blight / +46% darkness Critical mult.: +25.00% Spell save: +36 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 13 blight Changes stats: +9 Str / +5 Dex / +2 Wil / +4 Cun / +2 Con Changes resistances: +21% acid / +9% blight / +6% cold / +15% nature / +6% lightning Changes damage: +17% blight Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+1 eff.) Spell save: +20 (+2 eff.) Mental save: +15 (+0 eff.) Poison immunity: +10% Pinning immunity: +10% Equilibrium when hit: +0.20 Maximum life: +74.00 Maximum psi: +30.00 Mental crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * Slows global speed by 58% Damage (Melee): 9 acid / 25 cold / 9 lightning / 8 fire Changes stats: +5 Mag / +5 Wil Changes resistances: +12% nature / +10% cold Changes resistances penetration: +5% temporal / +15% nature / +5% darkness Changes damage: +3% fire / +3% temporal / +3% nature / +11% cold Critical mult.: +15.00% Spell crit. chance: +19% Mental crit. chance: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +29 Armour: +3 Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage (Melee): 15 fire Changes stats: +16 Dex / +2 Wil / +17 Cun Changes resistances: +10% fire Changes damage: +11% fire It can be used to activate talent Steady Shot, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +38 (+5 eff.) Armour: +17 Changes stats: +6 Cun / +5 Dex Changes resistances: +6% acid / +6% light / +6% arcane / +15% darkness Mental save: +15 (+0 eff.) Poison immunity: +10% Disarm immunity: +15% Maximum life: +71.00 Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 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. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +23.0% Physical power: +8 (+1 eff.) Armour: +3 Changes stats: +5 Str / +2 Dex / +6 Con Changes damage: +12% blight / +15% temporal / +9% physical Critical mult.: +14.00% Physical save: +55 (+4 eff.) Spell save: +9 (+1 eff.) Mental save: +16 (+1 eff.) Disarm immunity: +100% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +17% Mental crit. chance: +20% Damage Shield penetration: +30% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 12 cooldown : Effective talent level: 4.8 Power cost: 12 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 34% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +15 Physical power: +14 (+2 eff.) Armour: +15 Effects on melee hit: * 10 arcane resource burn Damage (Melee): 15 cold Changes resistances: +15% blight / +10% cold / +9% light / +6% darkness Changes damage: +9% fire / +9% cold Physical save: +15 (+1 eff.) Spell save: +23 (+2 eff.) Mental save: +40 (+2 eff.) Blindness immunity: +15% Disease immunity: +5% Cut immunity: +15% Confusion immunity: +5% Maximum life: +75.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 (+1 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 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. |
![]() 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 (+1 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 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. |
![]() 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 (+1 eff.) It can be used to activate talent Mindhook (costing 7 power out of 24/24) : Effective talent level: 4.0 Power cost: 7 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. |
![]() 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. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 7 power out of 16/16) : Effective talent level: 3.0 Power cost: 7 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 310.99 to 932.98 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +27 Physical power: +14 (+2 eff.) Armour: +3 Effects on melee hit: * 30 arcane resource burn Damage (Melee): 13 fire Damage when hit (Melee): 8 nature Changes stats: +8 Cun / +9 Dex Changes resistances: +3% lightning / +12% darkness / +15% blight / +10% fire / +18% nature / +9% acid Changes damage: +3% nature / +9% fire Reduces incoming crit damage: 10.00% Spell save: +59 (+4 eff.) Light radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +9 Damage when hit (Melee): 16 nature Changes stats: +5 Str / +6 Dex / +4 Wil / +5 Con Changes resistances penetration: +10% mind Changes damage: +3% darkness Talent mastery: +0.20 Technique / Grappling Mental save: +14 (+0 eff.) Disarm immunity: +50% Maximum life: +79.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 58% chance to corrode armour by 30% Damage (Melee): 7 acid / 10 fire / 10 lightning / 10 cold Damage when hit (Melee): 8 blight Changes stats: +5 Mag / +5 Wil / +6 Con Changes resistances: +9% fire Changes damage: +3% acid / +9% fire / +6% blight Physical save: +24 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +25 (+1 eff.) Disarm immunity: +47% Maximum life: +80.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 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 30% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (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: Causes a violent earthquake that deals 303.86 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +14 Armour: +3 Damage when hit (Melee): 16 fire Changes stats: +5 Str / +12 Dex / +14 Cun Changes resistances: +6% arcane / +3% temporal Changes resistances penetration: +15% light Talent cooldown: Double Strike (-1 turn) Physical save: +21 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +10 (+0 eff.) Disarm immunity: +45% It can be used to activate talent Steady Shot, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +3 Damage (Melee): 20 temporal Damage (Ranged): 15 temporal Damage when hit (Melee): 12 arcane Changes stats: +6 Dex / +10 Con Changes resistances: +13% temporal / +9% arcane / +1% physical Changes damage: +6% light / +11% temporal Physical save: +23 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +8 (+0 eff.) Disarm immunity: +29% Life regen: +0.60 Maximum life: +30.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 12 cooldown : Effective talent level: 2.4 Power cost: 12 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 24% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +9 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 39 mind / 30 darkness Changes stats: +3 Wil Changes resistances penetration: +15% mind Grants telepathy: Dragon Physical save: +19 (+1 eff.) Mental save: +35 (+2 eff.) Blindness immunity: +25% Poison immunity: +20% Disease immunity: +15% Disarm immunity: +50% Life regen: +4.50 Stamina each turn: +1.30 Psi each turn: +0.40 Only die when reaching: -80.00 life Mindpower: +10 (+1 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Ruined Earth, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +41 (+6 eff.) Armour penetration: +14 Armour: +9 Changes stats: +15 Dex / +9 Cun / +7 Con Changes damage: +6% lightning Mental save: +15 (+0 eff.) Maximum life: +80.00 It can be used to activate talent Steady Shot, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +13 (+2 eff.) Ranged Defense: +12 (+1 eff.) Damage when hit (Melee): 16 arcane Changes stats: +4 Wil Changes resistances: +21% lightning / +15% temporal Changes damage: +24% arcane Physical save: +7 (+1 eff.) Mental save: +30 (+1 eff.) Blindness immunity: +20% Cut immunity: +15% Disarm immunity: +25% Stun/Freeze immunity: +65% Teleport immunity: +20% A pointy cloth hat, very wizardly... |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-1 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 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: +6 Mag / +18 Wil / +7 Cun / +3 Con Changes resistances: +30% darkness Changes damage: +20% darkness / +12% fire Grants telepathy: Dragon Demon/Major Demon/Minor Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) See invisible: +12 A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +3 (+1 eff.) Effects on melee hit: * 45% chance to inflict 15% damage reduction Changes stats: +2 Str / +3 Dex / +2 Cun Changes resistances penetration: +10% darkness Changes damage: +13% acid / +13% lightning / +12% mind / +14% fire / +15% arcane / +12% cold Stamina each turn: +0.60 Mana each turn: +3.40 Mana when hit: +3.00 Maximum mana: +110.00 Maximum hate: +8.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +6% Healing mod.: +10% It can be used to activate talent Manaflow, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 23 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +3 Dex / +12 Mag / +4 Wil / +18 Con Changes resistances: +20% mind Changes damage: +20% arcane / +26% mind Physical save: +14 (+1 eff.) Mental save: +24 (+1 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum psi: +39.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +7% It can be used to activate talent Stone Wall, placing all other charms into a 31 cooldown : Effective talent level: 1.0 Power cost: 31 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 13 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 531.04 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 72% chance to blind * 45% chance to daze at end of turn Damage when hit (Melee): 36 light / 24 lightning Changes stats: +7 Cun / +7 Wil Changes resistances: +10% arcane / +9% nature / +9% light Changes resistances penetration: +10% arcane / +25% light Changes damage: +15% acid / +6% light / +11% lightning / +9% nature / +15% cold / +35% arcane / +15% fire Maximum mana: +101.00 Mindpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 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: * 54% chance to blind Changes stats: +10 Mag / +8 Con Changes resistances: +6% mind / +3% light / +9% darkness Changes resistances penetration: +15% darkness / +25% light Changes damage: +14% acid / +6% darkness / +15% lightning / +6% mind / +15% cold / +34% arcane / +15% fire Mana each turn: +2.90 Mana when hit: +3.00 Maximum mana: +110.00 Spellpower: +9 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 4 cooldown : Effective talent level: 6.0 Power cost: 4 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 28 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 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): 16 lightning Changes resistances: +9% arcane / +9% temporal Changes resistances penetration: +20% temporal / +40% nature / +30% arcane Changes damage: +12% nature Life regen: +11.90 Psi each turn: +0.38 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Damage Shield Power: +27% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +19 (+3 eff.) Ranged Defense: +16 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Wil / +13 Mag Changes resistances: +12% acid / +18% fire / +15% temporal Changes resistances penetration: +15% mind Changes damage: +9% arcane Spell save: +13 (+1 eff.) Blindness immunity: +20% Silence immunity: +35% Disarm immunity: +15% Spellpower on spell critical (stacks up to 3 times): +6 A pointy cloth hat, very wizardly... |
![]() 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 8 power out of 30/30) : Effective talent level: 1.0 Power cost: 8 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 239.09 to 717.26 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +7 Dex / +3 Con Changes resistances: +7% lightning / +7% temporal Critical mult.: +30.00% Reduces incoming crit damage: 19.00% Mental crit. chance: +4% Healing mod.: +40% A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+0 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 14 power out of 35/35) : Effective talent level: 2.4 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 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 (+2 eff.) It can be used to activate talent Instill Fear (costing 7 power out of 45/45) : Effective talent level: 2.0 Power cost: 7 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 53% 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 43%. 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 6 power out of 15/15) : Effective talent level: 1.0 Power cost: 6 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +9 Fatigue: +3% Changes stats: +13 Str / +6 Wil / +8 Con Changes resistances: +6% acid / +11% physical / +9% light Changes resistances penetration: +25% arcane Changes damage: +12% arcane Physical save: +22 (+2 eff.) Spell save: +30 (+2 eff.) Mental save: +10 (+0 eff.) Blindness immunity: +10% Cut immunity: +10% Pinning immunity: +20% It can be used to activate talent Battle Cry, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 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. |
![]() 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 (+2 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 38 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? |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +22 (+4 eff.) Ranged Defense: +19 (+2 eff.) Effects on melee hit: * 30% chance to disease Changes stats: +7 Mag / +7 Wil Changes resistances: +17% blight / +3% lightning / +6% darkness / +19% mind Changes resistances penetration: +5% darkness Changes damage: +14% mind / +17% blight Physical save: +15 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +25 (+1 eff.) Disarm immunity: +5% Stun/Freeze immunity: +15% Knockback immunity: +15% Only die when reaching: -60.00 life Maximum psi: +15.00 Spellpower: +6 (+1 eff.) Mindpower: +9 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +16 Physical crit. chance: +3.0% Physical power: +17 (+3 eff.) Armour: +15 Fatigue: +5% Effects on melee hit: * 45% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness / 12 lightning Changes stats: +6 Str / +9 Dex / +7 Wil / +10 Cun Changes resistances: +12% physical Changes damage: +6% blight Physical save: +15 (+1 eff.) Spell save: +35 (+3 eff.) Mana each turn: +0.08 A cap made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Defense: +3 (+1 eff.) Changes stats: +13 Cun / +8 Wil Changes resistances: +3% physical Changes resistances penetration: +20% light Changes damage: +14% acid / +13% lightning / +3% mind / +10% fire / +15% arcane / +15% cold Critical mult.: +5.00% Mental save: +27 (+1 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +0.60 Stamina each turn: +1.00 Mana each turn: +2.30 Mana when hit: +3.00 Hate when firing a critical mind attack: +4.00 Only die when reaching: -20.00 life Maximum mana: +110.00 Spellpower: +10 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +8% Healing mod.: +5% It can be used to activate talent Hateful Whisper, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 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 808 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... |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 light Changes stats: +5 Dex / +10 Wil / +5 Cun Changes resistances: +3% acid / +4% physical / +6% darkness / +15% blight / +14% fire / +6% lightning / +15% cold Changes damage: +3% nature / +9% light Spell save: +20 (+2 eff.) Mental save: +15 (+0 eff.) Blindness immunity: +10% Cut immunity: +5% Stun/Freeze immunity: +5% A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +9 Dex / +10 Cun / +10 Con Changes damage: +9% nature / +3% blight Critical mult.: +25.00% Mana each turn: +0.32 Mana when firing critical spell: +6.00 Vim when firing critical spell: +3.00 Maximum vim: +20.00 Damage Shield penetration: +40% A cap made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +9 Str / +1 Dex / +8 Wil / +4 Cun / +10 Con Changes damage: +9% arcane Grants telepathy: Demon/Minor Demon/Major Mindpower: +5 (+1 eff.) Light radius: +3 Infravision radius: +1 A cap made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +5 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to disease Changes stats: +15 Dex / +4 Wil / +10 Cun Changes resistances: +12% temporal / +20% darkness / +1% physical Changes resistances penetration: +5% mind Changes damage: +24% temporal Only die when reaching: -20.00 life Mindpower: +6 (+1 eff.) Infravision radius: +7 Healing mod.: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
![]() Infused by nature 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 darkness Changes stats: +6 Dex Changes resistances: +6% acid / +6% temporal / +18% darkness / +30% fire / +38% mind Changes damage: +20% fire / +34% mind / +15% darkness Physical save: +30 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +34 (+2 eff.) Maximum psi: +80.00 Mindpower: +18 (+2 eff.) Mental crit. chance: +8% Infravision radius: +5 See invisible: +6 A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 light Changes stats: +12 Mag / +11 Wil / +14 Con Changes resistances: +19% darkness Changes damage: +6% physical / +20% arcane / +13% darkness Physical save: +24 (+2 eff.) Stamina each turn: +0.20 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 4 cooldown : Effective talent level: 6.0 Power cost: 4 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 28 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 45% * 45% chance to inflict 15% damage reduction Damage when hit (Melee): 10 physical Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +6% blight / +18% darkness / +6% nature Changes resistances penetration: +20% nature Changes damage: +6% darkness / +6% nature Physical save: +25 (+2 eff.) Spell save: +9 (+1 eff.) Maximum mana: +40.00 Maximum vim: +40.00 Spellpower: +8 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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 3286.5 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 cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +19 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +13 Str / +8 Dex Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes resistances penetration: +5% blight Spell save: +50 (+3 eff.) Mana each turn: +0.40 Maximum vim: +20.00 It can be used to activate talent Skullcracker, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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 3286.5 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 cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 33% chance to blind Changes stats: +10 Str / +14 Con Changes resistances: +15% blight Changes resistances penetration: +10% blight / +5% darkness Changes damage: +6% darkness / +6% light Light radius: +1 A cap made of leather. |
![]() Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 4 power out of 10/10) : Effective talent level: 3.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 600.81 mind damage and cripples the target's higher mental functions, reducing cunning by 33 and confusing (41% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+2 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 10 power out of 50/50) : Effective talent level: 2.0 Power cost: 10 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 386.60 fire and 363.14 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 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 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 23 power out of 60/60) : Effective talent level: 1.0 Power cost: 23 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. |
![]() Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Damage when hit (Melee): 10 vim draining blight Changes stats: +1 Str / +5 Mag / +4 Wil / +2 Con Changes damage: +7% blight / +23% arcane Maximum vim: +25.00 Spell crit. chance: +3% Infravision radius: +2 It can be used to activate talent Vimsense (costing 10 power out of 45/45) : Effective talent level: 2.4 Power cost: 10 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 60%, 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. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects, costing 8 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 10 power out of 32/32) : Effective talent level: 3.6 Power cost: 10 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 72%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 18 power out of 45/45) : Effective talent level: 3.0 Power cost: 18 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 250.93 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 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 Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +5 Cun / +16 Lck Changes resistances: +15% acid / +4% physical / +15% cold / +14% fire / +6% nature / +13% lightning Changes resistances penetration: +10% mind Spell save: +20 (+2 eff.) Confusion immunity: +40% Stun/Freeze immunity: +10% Knockback immunity: +10% Teleport immunity: +25% Only die when reaching: -80.00 life Spell crit. chance: +8% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 blight / 24 darkness / 12 arcane Changes stats: +10 Wil Changes resistances: +12% lightning / +15% darkness / +15% blight / +25% cold / +10% arcane Changes resistances penetration: +25% lightning / +25% darkness Changes damage: +9% darkness Allows you to breathe in: water Mental save: +14 (+0 eff.) Stamina when hit: +3.00 Equilibrium when hit: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to blind * 20% chance to disease Changes stats: +6 Str / +8 Dex / +8 Mag / +20 Wil Changes resistances: +25% darkness / +12% temporal Changes resistances penetration: +20% light Changes damage: +20% blight / +16% arcane Mental save: +15 (+0 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spell crit. chance: +5% Light radius: +1 Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 59% chance to corrode armour by 30% Changes stats: +5 Cun / +4 Dex Changes resistances: +28% blight / +22% darkness Changes resistances penetration: +20% light Changes damage: +9% mind / +9% arcane Critical mult.: +10.00% Spell save: +30 (+2 eff.) Mental save: +27 (+1 eff.) Maximum psi: +70.00 Mindpower: +8 (+1 eff.) Light radius: +3 Heals friendly targets nearby when you use a nature summon: +20 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 crit. chance: +7.0% Armour: +9 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 10 physical Changes stats: +4 Str / +10 Wil / +17 Lck Changes resistances: +23% blight / +3% nature / +15% lightning Changes resistances penetration: +20% light Changes damage: +9% nature Mental save: +33 (+2 eff.) Blindness immunity: +15% Disease immunity: +20% Pinning immunity: +10% Spell crit. chance: +8% Mental crit. chance: +7% It can be used to activate talent Skullcracker, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 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 3286.5 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +12 Dex / +1 Wil / +8 Cun / +15 Con Changes resistances: +12% acid / -32% light / +6% blight / +3% cold / +10% arcane Disarm immunity: +15% Stun/Freeze immunity: +10% Life regen: +7.90 Psi when hit: +0.08 Only die when reaching: -40.00 life Mindpower: +8 (+1 eff.) Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +11 Str / +5 Dex / +10 Wil / +5 Cun / +9 Con Changes resistances: +12% lightning / +12% temporal / +6% darkness / -40% light / +3% cold / +6% mind / +15% nature Spell save: +10 (+1 eff.) Mental save: +12 (+0 eff.) Life regen: +8.00 Maximum life: +104.00 Light radius: +1 Infravision radius: +5 Healing mod.: +29% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Requires: - Level 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 12 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 45% chance to corrode armour by 30% Changes resistances: +24% acid / +33% blight Changes resistances penetration: +20% acid / +25% fire / +15% light / +15% blight Changes damage: +12% acid / +57% blight Physical save: +7 (+1 eff.) Light radius: +8 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 16 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+0 eff.) Mindpower: +10 (+1 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 1217.59 darkness damage (based on Mindpower and charge), costing 4 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 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 penetration: +15 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +3% fire Changes resistances penetration: +12% all Physical save: +10 (+1 eff.) Mental save: +43 (+2 eff.) Disarm immunity: +15% Stun/Freeze immunity: +15% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Light radius: +6 Healing mod.: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +6 Con / +7 Wil Changes resistances: +11% blight Changes resistances penetration: +15% lightning / +10% arcane Critical mult.: +20.00% Life regen: +6.50 Mana when firing critical spell: +3.00 Maximum life: +74.00 Spellpower: +4 (+0 eff.) Light radius: +4 Healing mod.: +40% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +6% lightning / +5% physical / +3% darkness / +14% blight / +6% nature / +3% all Changes damage: +6% mind Physical save: +3 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +50 (+3 eff.) Cut immunity: +10% Silence immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +5% Life regen: +6.50 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +10 Cun Changes resistances: +3% temporal / +15% darkness / +15% blight / +9% arcane / +12% mind Changes damage: +9% temporal Physical save: +15 (+1 eff.) Spell save: +26 (+2 eff.) Blindness immunity: +10% Cut immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +20% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: -6 Infravision radius: +15 See invisible: +15 Healing mod.: +27% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 81 blight damage or heals 55 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +7 Wil / +6 Con Changes resistances: +6% light / +14% blight / +9% fire / +10% arcane / +3% all Changes resistances penetration: +20% nature Critical mult.: +20.00% Spell save: +70 (+5 eff.) Mental save: +9 (+0 eff.) Life regen: +6.40 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +6% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Reduces incoming crit damage: 10.00% Physical save: +11 (+1 eff.) Mental save: +14 (+0 eff.) Blindness immunity: +20% Stun/Freeze immunity: +35% Maximum life: +56.00 Light radius: +4 See stealth: +20 See invisible: +18 Healing mod.: +17% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 59% chance to inflict 15% damage reduction Damage when hit (Melee): 28 mind Changes resistances: +9% acid / +27% nature Changes resistances penetration: +20% mind Changes damage: +15% light Mental save: +40 (+2 eff.) Blindness immunity: +35% Silence immunity: +15% Knockback immunity: +35% Only die when reaching: -80.00 life Maximum life: +76.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Damage when hit (Melee): 24 acid Changes resistances: +6% cold / +18% fire / +9% darkness / +3% all Changes resistances penetration: +20% acid Changes damage: +6% acid Physical save: +20 (+2 eff.) Spell save: +52 (+4 eff.) Mental save: +20 (+1 eff.) Mental crit. chance: +2% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +2 Dex / +4 Con Changes damage: +9% nature Physical save: +12 (+1 eff.) Mental save: +11 (+0 eff.) Light radius: +8 See stealth: +11 See invisible: +14 Healing mod.: +22% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by arcane disrupting forces 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: * Slows global speed by 30% * 30 arcane resource burn Changes stats: +1 Con / +7 Wil Changes resistances: +9% blight / +9% cold / +15% light / +3% all Changes resistances penetration: +10% darkness Changes damage: +6% nature / +15% mind / +3% darkness Spell save: +20 (+2 eff.) Blindness immunity: +50% Confusion immunity: +27% Light radius: +10 Infravision radius: +1 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 16 cooldown : Effective talent level: 3.6 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 20 arcane resource burn * 45% chance to corrode armour by 30% Changes resistances: +12% lightning / +9% temporal / +12% darkness / +12% light / +6% blight / +12% cold / +12% fire / +3% all Changes resistances penetration: +15% mind / +15% light / +15% all Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Light radius: +5 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +7 Wil Changes resistances: +6% darkness / +3% blight / +3% cold / +6% nature / +12% light Critical mult.: +20.00% Spell save: +20 (+2 eff.) Mental save: +25 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +12% Light radius: +4 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -2% Changes stats: +4 Mag / +2 Wil / +25 Cun / +6 Con Changes resistances: +13% blight / +5% arcane Grants telepathy: Demon/Minor Demon/Major Life regen: +6.50 Light radius: -16 Infravision radius: +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Light radius: +4 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (142 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 38 power out of 100/100. The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 19 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +10 Defense: +15 (+3 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: -12% Changes stats: +1 Str / +2 Dex / +6 Mag / +6 Cun Changes resistances: +9% acid / +12% cold Changes resistances penetration: +20% fire Mental save: +15 (+0 eff.) Poison immunity: +30% Disarm immunity: +30% Pinning immunity: +15% See invisible: +9 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +15% nature Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +8 Changes stats: +6 Str Changes resistances: +15% mind / +21% acid Changes resistances penetration: +45% darkness / +13% physical Changes damage: +18% darkness / +9% arcane Blindness immunity: +50% Poison immunity: +50% Stun/Freeze immunity: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Requires: - Level 15 Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Changes stats: +7 Str Changes damage: +6% physical Critical mult.: +24.00% Silence immunity: +15% Stamina each turn: +0.40 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +12 Defense: +22 (+4 eff.) Ranged Defense: +15 (+2 eff.) Changes stats: +2 Str / +4 Con Changes resistances: +10% arcane / +13% physical Pinning immunity: +40% Stamina each turn: +0.80 Only die when reaching: -100.00 life Maximum life: +90.00 Maximum stamina: +20.00 Healing mod.: +35% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Fatigue: -10% Effects on melee hit: * 48% chance to disease * 72% chance to daze at end of turn Damage when hit (Melee): 12 arcane Changes stats: +12 Str / +6 Cun / +4 Con Changes resistances: +12% lightning / +6% blight Changes resistances penetration: +5% blight / +15% fire / +10% arcane Changes damage: +6% arcane / +24% temporal Light radius: +1 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +9 (+2 eff.) Armour: +8 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +3 Str / +7 Dex / +2 Con Changes resistances: +9% mind / +8% fire / +19% darkness / +14% nature Changes damage: +8% nature Critical mult.: +26.00% Confusion immunity: +20% Pinning immunity: +15% Spell crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+0 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 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 1150.37 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. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 mind Changes stats: +4 Cun / +3 Str Changes resistances: +3% nature Changes damage: +12% mind / +14% fire Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Mental save: +9 (+0 eff.) Maximum life: +36.00 Maximum stamina: +24.00 Mindpower: +2 (+0 eff.) Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +7 Str Changes resistances: +9% darkness / +8% fire Changes resistances penetration: +24% physical Mental save: +20 (+1 eff.) Disease immunity: +15% Cut immunity: +5% Silence immunity: +15% Teleport immunity: +10% See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% blight / +3% temporal / +10% darkness Changes resistances penetration: +15% blight / +5% temporal Changes damage: +11% fire / +11% mind / +3% temporal Damage affinity(heal): +15% darkness Physical save: +7 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +22 (+1 eff.) Maximum life: +47.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 7 power out of 35/35) : Effective talent level: 2.4 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 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." |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 6 power out of 25/25) : Effective talent level: 5.0 Power cost: 6 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 4 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 12 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Requires: - Level 15 Powered 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 1331.23 fire damage (based on Magic), costing 19 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. This item has been sent to the Item's Vault. |
![]() Requires: - Level 15 Powered 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 1331.23 fire damage (based on Magic), costing 19 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. This item has been sent to the Item's Vault. |
![]() Powered 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 1331.23 fire damage (based on Magic), costing 19 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +6% blight / +6% lightning Changes resistances penetration: +15% blight Changes damage: +3% blight / +12% lightning Talent cooldown: Silence (-1 turn) Talents granted: +3 Telekinetic Blast +3 Silence It can be used to teleport randomly (rad 39), putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 22 lightning / 8 physical Changes stats: +2 Str / +3 Con Maximum wards: +6 physical / +10 mind / +8 darkness Talent granted: +2 Ward Healing mod.: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 165 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +15% mind Maximum wards: +6 physical / +10 mind / +9 darkness Changes damage: +6% arcane Talent granted: +2 Ward Critical mult.: +15.00% Confusion immunity: +5% Pinning immunity: +15% Stun/Freeze immunity: +10% Stamina each turn: +0.40 Mana when firing critical spell: +4.00 Spellpower: +10 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 149 for 7 turns, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 39 arcane resource burn Changes resistances: +9% temporal / +6% light / +6% blight / +9% arcane / +9% mind Maximum wards: +3 physical / +4 mind / +5 darkness Changes damage: +9% lightning Talent cooldown: Silence (-1 turn) Talents granted: +5 Silence +1 Ward Spell save: +16 (+1 eff.) It can be used to teleport randomly (rad 66), putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 45% chance to corrode armour by 30% Damage when hit (Melee): 8 blight / 20 physical Changes stats: +4 Dex / +7 Con Changes resistances: +2% physical Changes damage: +12% blight Talent cooldown: Silence (-3 turns) Talent granted: +15 Silence Maximum stamina: +15.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 153 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +3 Str / +2 Dex / +12 Mag / +9 Wil Changes damage: +9% lightning Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence Mental save: +9 (+0 eff.) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 153 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +10 Changes damage: +6% physical Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Critical mult.: +21.00% Physical save: +6 (+1 eff.) Life regen: +0.40 Maximum psi: +20.00 Mental crit. chance: +3% 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 8 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% acid / +2% physical Changes resistances penetration: +20% light Talents cooldown: Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +5 Rushing Claws +5 Lay Web Spell save: +6 (+1 eff.) Mental save: +18 (+1 eff.) Blindness immunity: +10% Disarm immunity: +25% Pinning immunity: +20% Only die when reaching: -80.00 life Light radius: +2 See invisible: +6 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 8 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +10% light Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +5 Lay Web +5 Rushing Claws Mental save: +30 (+1 eff.) Silence immunity: +10% Disarm immunity: +15% Confusion immunity: +15% Teleport immunity: +5% Light radius: +2 It can be used to harden the skin for 7 turns increasing armour by 74 and armour hardiness by 70%, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 14 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 8 acid Changes stats: +4 Con / +2 Mag Changes resistances: +18% darkness / +6% nature / +9% blight / +9% fire / +6% mind / +10% arcane Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-2 turns) Talents granted: +1 Invoke Tentacle +10 Lay Web Physical save: +10 (+1 eff.) Poison immunity: +20% Knockback immunity: +10% It can be used to heal a target within range 9 (based on Willpower) for 242, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 15% chance to blind Changes resistances: +3% blight / +9% light / +10% arcane Changes damage: +6% fire / +18% nature / +3% light Talent cooldown: Invoke Tentacle (+15 turn) Talent granted: +3 Invoke Tentacle Spell save: +59 (+4 eff.) Light radius: +1 It can be used to remove up to 5 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 60% Changes stats: +4 Cun / +4 Wil Changes resistances: +9% lightning / +15% nature Maximum wards: +4 acid / +5 nature / +4 light Changes resistances penetration: +15% lightning / +15% blight Changes damage: +12% mind Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +5 Rushing Claws Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 It can be used to remove up to 5 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +12 Effects on melee hit: * 60% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +3% acid / +6% light / +6% darkness / +11% arcane / +15% lightning Changes damage: +12% acid Talent cooldown: Invoke Tentacle (+10 turn) Talent granted: +2 Invoke Tentacle Blindness immunity: +20% Poison immunity: +15% Knockback immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 8 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +6 acid / +6 nature / +3 light Changes damage: +21% acid Talent granted: +2 Ward Critical mult.: +5.00% Mental save: +6 (+0 eff.) Mental crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 72 and armour hardiness by 70%, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +24 Changes resistances: +10% arcane Changes damage: +15% fire Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +4 Lay Web +5 Rushing Claws Pinning immunity: +15% Only die when reaching: -60.00 life Light radius: +3 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 8 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered 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 (+1 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 346 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 14 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 58% chance to corrode armour by 30% Changes damage: +6% darkness / +9% light Talent cooldown: Volcano (-2 turns) Talents granted: +5 Void Blast +5 Volcano Critical mult.: +15.00% Spell save: +12 (+1 eff.) Mana when firing critical spell: +3.00 Maximum mana: +100.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to reveal the area around you, dispelling darkness (radius 15, power 100 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +6% acid / +21% temporal Changes resistances penetration: +10% acid Changes damage: +6% mind Talent cooldown: Strike (-2 turns) Talent granted: +8 Strike Critical mult.: +15.00% Mental save: +60 (+3 eff.) Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 It can be used to creates a wall of flames lasting 4 turns (dealing 796 fire damage overall), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +3 Mag / +3 Wil Changes resistances: +9% light / +6% darkness Changes resistances penetration: +20% darkness Changes damage: +15% light Talent cooldown: Strike (-1 turn) Talents granted: +5 Strike +5 Void Blast It can be used to disarm traps (123 bonus disarm power, based on Magic) along a range 4 line, 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +3 Cun / +2 Mag Changes resistances penetration: +15% nature Talents cooldown: Volcano (-2 turns) Strike (-2 turns) Talents granted: +5 Volcano +10 Strike Critical mult.: +10.00% Mana each turn: +0.16 Vim when firing critical spell: +2.00 Spellpower: +2 (+0 eff.) Mental crit. chance: +5% It can be used to reveal the area around you, dispelling darkness (radius 15, power 100 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered 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 501.56 temporal and 614.17 darkness damage (based on Magic), costing 8 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind * 15% chance to inflict 15% damage reduction Changes resistances: +3% darkness / +18% light / +6% mind Maximum wards: +9 lightning / +9 temporal / +10 blight / +9 fire / +10 cold Changes resistances penetration: +5% darkness / +5% mind Changes damage: +3% darkness Talents granted: +2 Ward +5 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 16, power 101 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Changes stats: +2 Str / +1 Mag Changes resistances: +9% light Maximum wards: +5 lightning / +4 temporal / +5 blight / +5 fire / +5 cold Changes damage: +6% mind Grants telepathy: Humanoid/Orc Talents granted: +1 Ward +4 Void Blast Physical save: +20 (+2 eff.) Stamina each turn: +0.40 Maximum life: +20.00 Maximum mana: +80.00 Maximum psi: +50.00 Spellpower: +2 (+0 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to creates a wall of flames lasting 4 turns (dealing 872 fire damage overall), putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 11 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Rush Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +100% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +20% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +100% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +12 Str / +12 Mag Maximum life: +125.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Reduces duration of detrimental effects by 40% The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Requires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Requires: - Level 35 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
![]() Requires: - Level 45 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% acid Reduce damage by fixed amount: +25 acid Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% physical Reduce damage by fixed amount: +25 physical Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% physical Reduce damage by fixed amount: +25 physical Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% blight Reduce damage by fixed amount: +25 blight Demon status: alive (100% life). The seed of a demon. |
![]() Requires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: All Demon status: alive (100% life). The seed of a demon. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Battle Call Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon. |
![]() Requires: - Level 15 Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. This item has been sent to the Item's Vault. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Achievements
By 1.5.10_coad_maro02_id the Lich Adventurer level 128
63rd Dusk 122nd year of Ascendancy at 09:52 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 128
56th Dusk 122nd year of Ascendancy at 13:18 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 44
4th Dusk 122nd year of Ascendancy at 04:24 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 146
69th Dusk 122nd year of Ascendancy at 11:01 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 121
53rd Dusk 122nd year of Ascendancy at 11:12 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 27
2nd Flare 122nd year of Ascendancy at 04:22 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 9
79th Pyre 122nd year of Ascendancy at 15:50 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 46
5th Dusk 122nd year of Ascendancy at 20:00 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 24
2nd Summertide 122nd year of Ascendancy at 14:19 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 48
6th Dusk 122nd year of Ascendancy at 05:26 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 17
8th Mirth 122nd year of Ascendancy at 13:51 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 80
34th Dusk 122nd year of Ascendancy at 12:37 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 81
36th Dusk 122nd year of Ascendancy at 11:13 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 29
3rd Flare 122nd year of Ascendancy at 23:32 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 125
55th Dusk 122nd year of Ascendancy at 00:03 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 37
8th Flare 122nd year of Ascendancy at 20:18 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 168
78th Dusk 122nd year of Ascendancy at 10:31 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 46
5th Dusk 122nd year of Ascendancy at 01:45 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 57
13rd Dusk 122nd year of Ascendancy at 08:18 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 65
20th Dusk 122nd year of Ascendancy at 19:17 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 71
28th Dusk 122nd year of Ascendancy at 02:36 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 75
30th Dusk 122nd year of Ascendancy at 11:12 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 80
34th Dusk 122nd year of Ascendancy at 04:44 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 10
1st Mirth 122nd year of Ascendancy at 17:29 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 20
10th Mirth 122nd year of Ascendancy at 09:20 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 30
4th Flare 122nd year of Ascendancy at 09:36 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 40
1st Dusk 122nd year of Ascendancy at 16:39 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 50
6th Dusk 122nd year of Ascendancy at 16:25 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 33
5th Flare 122nd year of Ascendancy at 21:56 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 66
21st Dusk 122nd year of Ascendancy at 20:52 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 82
38th Dusk 122nd year of Ascendancy at 15:56 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 74
30th Dusk 122nd year of Ascendancy at 06:46 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 75
31st Dusk 122nd year of Ascendancy at 10:50 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 52
8th Dusk 122nd year of Ascendancy at 14:39 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 27
1st Flare 122nd year of Ascendancy at 21:04 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 123
54th Dusk 122nd year of Ascendancy at 17:51 see stats
By 1.5.10_coad_maro02_id the Lich Adventurer level 71
28th Dusk 122nd year of Ascendancy at 03:57 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 4
75th Pyre 122nd year of Ascendancy at 05:27 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By 1.5.10_coad_maro02_id the Superhuman Adventurer level 25
3rd Summertide 122nd year of Ascendancy at 15:17 see stats
Log
You gain 12.75 gold from the transmogrification of magelord's dragonbone starstaff of protection (136% power, 6 apr, physical element).
You gain 5.90 gold from the transmogrification of yew starstaff of channeling (120% power, 4 apr, physical element).
You gain 16.75 gold from the transmogrification of void walker's yew starstaff of channeling (120% power, 4 apr, darkness element).
You gain 8.59 gold from the transmogrification of magelord's yew vilestaff of might (120% power, 4 apr, acid element).
You gain 5.16 gold from the transmogrification of cruel yew starstaff of might (120% power, 4 apr, physical element).
You gain 12.45 gold from the transmogrification of bloodlich's elm magestaff of channeling (100% power, 2 apr, arcane element).
You gain 7.25 gold from the transmogrification of treant's voratun ring of clarity.
You gain 7.64 gold from the transmogrification of conjurer's stralite ring of pilfering.
You gain 4.79 gold from the transmogrification of warrior's gold ring of pilfering.
You gain 10.09 gold from the transmogrification of titan's steel ring of speed.
You gain 5.48 gold from the transmogrification of cleansing stralite amulet of mastery (0.24 Spell / Nightfall).
You gain 2.33 gold from the transmogrification of shielding rune (absorb 444 for 8 turns).
You gain 1.97 gold from the transmogrification of movement infusion (593% speed; 9 turns).
New Achievement: Infinite x300 (Madness (Roguelike) difficulty)!
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving done.
Saving done.
Saving game...
1.5.10_coad_maro02_id deactivates Keen Senses.
1.5.10_coad_maro02_id deactivates Gloom.
1.5.10_coad_maro02_id deactivates Abyssal Shield.
1.5.10_coad_maro02_id deactivates Premonition.
1.5.10_coad_maro02_id deactivates Hymn of Shadows.
1.5.10_coad_maro02_id deactivates Arcane Power.
1.5.10_coad_maro02_id meditates on nature.
1.5.10_coad_maro02_id deactivates Weapon of Light.
1.5.10_coad_maro02_id deactivates Bleak Outcome.
1.5.10_coad_maro02_id deactivates Blurred Mortality.
1.5.10_coad_maro02_id deactivates Hymn Nocturnalist.
1.5.10_coad_maro02_id deactivates Shielding.