












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 50 / 344% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 168 (base 60) |
Dexterity | 23 (base 7) |
Constitution | 68 (base 39) |
Magic | 28 (base 12) |
Willpower | 108 (base 60) |
Cunning | 91 (base 46) |
Resources
Life | 1236/1602 |
Hate | 120/120 |
Equilibrium | 79 |
Healing Factor | 1.0084819983041 |
Regeneration | 3.3784146943187 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +126.70819430505% |
Spell | 0% |
Global | +100% |
Vision
Sight | 2 |
Lite | 8 |
Infravision | 6 |
See Stealth | 67.327703514839 |
See Invisible | 71.327703514839 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 266 |
Accuracy | 34 |
Crit Chance | 55% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 210 |
Accuracy | 63 |
Crit Chance | 40% |
APR | 92 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 90 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +41% |
Nature | +33% |
Physical | +67% |
Cold | +41% |
All | +21% |
Offense: Damage Penetration
Physical | +12% |
Nature | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 54.317011280365 (93.452380952381%) |
Defense | 43 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 74 |
Mental Save | 82 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 49%( 70%) |
Physical | + 53%( 72%) |
Mind | + 70%( 70%) |
All | + 40%( 70%) |
Lightning | + 47%( 70%) |
Darkness | + 53%( 79%) |
Fire | + 40%( 70%) |
Nature | + 66%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 44% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 534 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 607 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -874 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Slaughter | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gloom |
talent | Psiblades |
talent | Surge |
talent | Stalk |
beneficial effect | The target is hunting creatures of type / sub-type: vermin / oozes with 100% effectiveness. Kills: 0 / 53 kills, Damage: +9% / +21%, Attack: +2 / +5, Stun: -- / 3.1%, Outmaneuver: 4.0% / 10.0% Predator |
detrimental effect | The target is poisoned, taking 45.05 nature damage per turn and decreasing all heals received by 48%. Insidious Poison |
detrimental effect | The target's vision range is decreased by 8. Reduced Vision |
beneficial effect | You gain 31% resistance against nature. Resolve |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.0)Penalty : Fear of Death: -12% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 8. Power 4+: Reprieve from Death: Humanoids you slay have a 45% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Stalking Siluldarin the slimy ooze. Bonus level 1: +24 attack, +13% melee damage, +0.50 hate/turn prey was hit. Stalking 1797/2931 +1 |
beneficial effect | The target is mimicking a previous victim. (+2 Strength, +0 Dexterity, +0 Magic, +0 Willpower, +4 Cunning, +1 Constitution) Mimic |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Prox the Mighty. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 866. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 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 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Shrouds These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +10 (+2 eff.) Blindness immunity: +25% Confusion immunity: +17% Light radius: +7 See stealth: +11 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) Curse of Corpses A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Curse of Misfortune It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 24.69 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes resistances: +12% nature / +12% lightning Spell save: +15 (+3 eff.) It can be used to teleport randomly (rad 22), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% Curse of Misfortune You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 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 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 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. Curse of Shrouds It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 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, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Wild-gift / Mindstar mastery Physical save: +17 (+5 eff.) Spell save: +25 (+6 eff.) Mental save: +24 (+4 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Mana Clash (25% chance level 1). On weapon hit: * 50 arcane resource burn When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) Curse of Misfortune A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Str / +9 Dex / +4 Wil / +9 Cun / +7 Lck Trap disarming bonus: +21 Stealth bonus: +10 Physical save: +11 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Infravision radius: +5 Curse of Corpses A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This psionic mindstar is wrathful to the hated. Base power: 17.0 - 18.7 Uses stats: 141% Wil, 61% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +85 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 19 physical Changes resistances: +18% physical Changes resistances penetration: +12% physical Changes damage: +9% physical Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +0.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +12% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+5 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.8 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 87.62 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 +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | ![]() Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes resistances: +22% acid Changes resistances penetration: +15% nature Changes damage: +12% nature Physical save: +9 (+3 eff.) Life regen: +3.10 Maximum life: +59.00 Healing mod.: +22% Curse of Corpses A suit of armour made of mail. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() healing infusion (heal 32) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 32 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() healing infusion (heal 61) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() healing infusion (heal 41) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 41 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() healing infusion (heal 64) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() heroism infusion (+6 for 12 turns, die at -185) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 12 turns. While Heroism is active, you will only die when reaching -185 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. While Heroism is active, you will only die when reaching -554 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious poison infusion (29 nature damage, 33% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 29.07 nature damage per turn for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious poison infusion (38 nature damage, 22% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 38.19 nature damage per turn for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious poison infusion (26 nature damage, 49% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 25.84 nature damage per turn for 7 turns, and reducing the target's healing received by 49%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (357% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 357% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (712% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (514% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the titan (703% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 703% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() regeneration infusion (heal 331 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 331 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() regeneration infusion (heal 166 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 166 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() regeneration infusion (heal 369 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() regeneration infusion (heal 259 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() regeneration infusion (heal 222 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 222 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() regeneration infusion (heal 352 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() regeneration infusion (heal 171 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 205 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 935 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 8; power 21; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 7; power 22; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 9; power 22; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 8; power 21; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 17%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 27%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 24%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 18%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 19%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 30%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 15 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 240 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. |
![]() acid wave rune (202 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 202.07 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() acid wave rune (248 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 248.05 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() acid wave rune (240 acid damage; disarm 5 turns with power 21) 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 239.58 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() acid wave rune (82 acid damage; disarm 5 turns with power 21) 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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 82.28 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() acid wave rune (225 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 225.06 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() acid wave rune (275 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 274.67 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() acid wave rune (202 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 202.07 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() acid wave rune (102 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 101.64 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() biting gale rune (159 cold damage; freeze 3 turns with power 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 159.33 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 22 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() controlled phase door rune (range 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() controlled phase door rune (range 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. 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. |
![]() heat beam rune (255 fire damage) 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: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 255.31 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
![]() heat beam rune (129 fire damage) 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: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 129.47 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
![]() heat beam rune (138 fire damage) 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: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 137.94 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
![]() heat beam rune (200 fire damage) 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: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 199.65 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
![]() heat beam rune of the psychic (451 fire damage) 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: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 450.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your 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. |
![]() heat beam rune of the wizard (192 fire damage) 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: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 191.66 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() invisibility rune (power 10 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() invisibility rune (power 12 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 12) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune (242 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 80.67 to 242.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune (100 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 33.48 to 100.43 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 66.95 to 200.86 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune (255 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 85.10 to 255.31 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune (378 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 125.84 to 377.52 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune (288 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 95.99 to 287.98 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune of the wizard (340 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 113.50 to 340.49 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your 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. |
![]() manasurge rune (1156% regen over 10 turns; 58 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1156% for 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() manasurge rune (1120% regen over 10 turns; 56 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1120% for 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() manasurge rune (632% regen over 10 turns; 32 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 632% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune (range 9; power 33; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune (range 12; power 21; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune (range 6; power 30; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune (range 12; power 23; dur 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune (range 10; power 27; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() shielding rune (absorb 291 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 291 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() shielding rune (absorb 330 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 330 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() shielding rune (absorb 120 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 120 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() shielding rune (absorb 378 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 378 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() shielding rune (absorb 404 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 404 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune (range 35) 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune (range 67) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune of the titan (range 121) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 121 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune (radius 12; dur 24; see demon) 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: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 14) for 24 turns. Your mind will become more receptive for 24 turns, allowing you to sense any demon around. 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. |
![]() vision rune (radius 15; dur 21; see undead) 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: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 23) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any undead around. 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. |
![]() vision rune (radius 13; dur 22; see undead) 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: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 15) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any undead around. 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. |
![]() vision rune (radius 11; dur 28; see humanoid) 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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 20) for 28 turns. Your mind will become more receptive for 28 turns, allowing you to sense any humanoid around. 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: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 18) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any horror around. 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. |
![]() vision rune (radius 13; dur 20; see animal) 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: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 18) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any animal around. 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. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +8 Str / +6 Dex / +7 Mag / +8 Wil Changes resistances: +5% arcane Talent masteries: +0.39 Wild-gift / Mindstar mastery +0.39 Cursed / Rampage Amulets can have magical properties. |
![]() Elavea the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +6% acid / +21% lightning / +31% light / +22% darkness Critical mult.: +9.00% Blindness immunity: +37% Stamina each turn: +0.60 Healing mod.: +20% 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str / +7 Mag / +6 Wil / +2 Cun / +5 Con Changes resistances penetration: +15% lightning Life regen: +1.60 Light radius: +3 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 (+2 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. |
![]() Kolathatir the Flashhunger Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex / +2 Wil Changes resistances penetration: +25% mind Changes damage: +6% lightning Critical mult.: +10.00% Mental save: +30 (+6 eff.) Maximum hate: +10.00 Amulets can have magical properties. |
![]() Serpentspawner Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +10 Con Changes resistances: +33% nature / +25% blight Changes resistances penetration: +10% light / +25% nature Talent masteries: +0.39 Wild-gift / Mindstar mastery +0.39 Technique / Combat training Poison immunity: +43% Disease immunity: +33% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +18 Changes stats: +5 Mag Changes damage: +7% acid / +6% fire / +7% cold / +7% lightning Critical mult.: +17.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 12 light / 15 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 14% chance to blind Changes resistances: +25% mind Changes damage: +12% light / +12% darkness Confusion immunity: +38% 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 blind Changes resistances: +14% mind Changes resistances penetration: +10% mind Changes damage: +27% light / +9% mind Confusion immunity: +26% Light radius: +3 Amulets can have magical properties. |
![]() copper amulet 'Sootsmash' Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes resistances: +13% blight / +14% nature / +6% darkness Changes resistances penetration: +25% darkness Changes damage: +9% darkness / +12% light Poison immunity: +26% Disease immunity: +26% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +7 Cun Changes damage: +8% physical Combat speed: +10% Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +14% lightning Blindness immunity: +24% Stun/Freeze immunity: +42% Infravision radius: +6 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Life regen: +1.50 Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Bleakradiance (Misfortune) 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: Armour: +12 Damage when hit (Melee): 16 mind Changes stats: +6 Str / +5 Wil Changes resistances: +25% acid / +28% fire / +27% lightning / +24% cold Changes resistances penetration: +15% darkness Changes damage: +15% mind Mental save: +13 (+2 eff.) Confusion immunity: +48% Curse of Misfortune Rings can have magical properties. |
![]() Chametohor the Foggrit (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +5 Str Changes resistances: +15% fire Changes damage: +18% darkness Physical save: +12 (+3 eff.) Stun/Freeze immunity: +37% Life regen: +3.20 Healing mod.: +20% Curse of Misfortune Rings can have magical properties. |
![]() Elemental Fury (Corpses) 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 All your damage is converted and split into arcane, fire, cold and lightning. Curse of Corpses This ring shines with many colors. |
![]() Glarebiter (Corpses) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 light Changes stats: +2 Str / +5 Dex / +4 Mag Changes resistances: +36% nature / +9% light Changes damage: +18% nature Light radius: +3 See invisible: +6 Curse of Corpses Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21 arcane resource burn * 30% chance to blind Changes resistances: +6% temporal / +5% arcane / +18% cold Changes resistances penetration: +26% light Changes damage: +9% light / +15% acid Spell save: +6 (+1 eff.) Mental save: +13 (+2 eff.) Confusion immunity: +50% Curse of Shrouds Rings can have magical properties. |
![]() Glowbreaker the voratun ring (Corpses) Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +9 Con Changes resistances: +38% acid / +20% nature Changes resistances penetration: +5% arcane / +5% light Changes damage: +19% acid / +9% arcane / +10% nature / +12% light Physical save: +18 (+5 eff.) Curse of Corpses Rings can have magical properties. |
![]() Porylrama the Kindlesting (Nightmares) 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: Accuracy: +11 (+6 eff.) Damage when hit (Melee): 8 temporal Changes stats: +8 Dex / +7 Mag / +7 Wil / +15 Cun Changes resistances: +15% fire Changes damage: +12% temporal Spell save: +14 (+3 eff.) Mindpower: +11 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Nightmares It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 29.21 cold and 34.60 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Curse of Madness Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Changes damage: +5% all Spellpower: +8 (+1 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses Rings can have magical properties. |
![]() painweaver's gold ring of blinding strikes (Misfortune) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage (Melee): 31 light Effects on ranged hit: * 15% chance to blind Damage (Ranged): 38 light Changes damage: +6% all Spellpower: +13 (+2 eff.) Mindpower: +8 (+2 eff.) Curse of Misfortune Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+0 eff.) Curse of Nightmares Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Curse of Misfortune Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Mental save: +9 (+1 eff.) Confusion immunity: +38% Curse of Madness Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +11 (+2 eff.) Blindness immunity: +20% Maximum stamina: +10.00 Infravision radius: +5 See stealth: +9 See invisible: +13 Curse of Misfortune Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +15 (+3 eff.) Life regen: +0.60 Maximum life: +75.00 Maximum stamina: +27.00 Healing mod.: +23% Curse of Nightmares Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% acid / +16% fire / +21% lightning / +18% cold Spell save: +15 (+3 eff.) Maximum stamina: +27.00 Curse of Shrouds Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +9 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +9 (+1 eff.) Stun/Freeze immunity: +26% Life regen: +3.20 Curse of Corpses Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+6 eff.) Changes stats: +7 Cun / +8 Dex Life regen: +1.10 Maximum life: +87.00 Healing mod.: +15% Curse of Misfortune Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +26% cold Changes damage: +13% cold Mindpower: +8 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
![]() solipsist's steel ring of clarity (Nightmares) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Cun / +5 Wil Mental save: +7 (+1 eff.) Confusion immunity: +28% Mindpower: +6 (+1 eff.) Curse of Nightmares Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Defense: +11 (+4 eff.) Changes stats: +5 Cun / +6 Wil Mindpower: +9 (+2 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mental save: +11 (+2 eff.) Confusion immunity: +36% Mindpower: +10 (+2 eff.) Curse of Misfortune Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+7 eff.) Armour penetration: +16 Defense: +14 (+5 eff.) Changes stats: +6 Cun / +7 Wil Mindpower: +5 (+1 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() steel ring 'Silyma' (Shrouds) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +10 (+2 eff.) Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str / +5 Con Physical save: +28 (+7 eff.) Curse of Shrouds Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% nature Changes damage: +13% nature Curse of Misfortune Rings can have magical properties. |
![]() stralite ring 'Bokuhell' (Misfortune) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% cold / +9% mind / +15% temporal Changes damage: +18% cold Disarm immunity: +20% Pinning immunity: +25% Maximum psi: +40.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +4% Curse of Misfortune Rings can have magical properties. |
![]() stralite ring of tenacity (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Disarm immunity: +24% Pinning immunity: +32% Knockback immunity: +32% Maximum life: +24.00 Curse of Misfortune Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.80 Curse of Misfortune Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +10 Str Changes resistances: +9% darkness Changes damage: +30% blight / +15% darkness Curse of Corpses Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.20 Maximum life: +40.00 Healing mod.: +21% Curse of Corpses Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
![]() Aeregama the Squalorrace (Misfortune) (56-84 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 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: * 24% chance to inflict 15% damage reduction * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target Damage (Melee): +12 nature / +12 darkness When wielded/worn: Accuracy: +19 (+8 eff.) Armour penetration: +21 Changes resistances penetration: +20% darkness / +14% physical Changes damage: +15% nature Curse of Misfortune Massive two-handed battleaxes. |
![]() Aerybers the voratun battleaxe (Corpses) (58-87 power, 4 apr) Requires: - Strength 48 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. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 23% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * leeches stamina from the target Damage against: +33% Unnatural When wielded/worn: Damage when hit (Melee): 26 nature slow Changes stats: +3 Dex / +2 Mag / +7 Wil / +6 Con Light radius: +3 Curse of Corpses Massive two-handed battleaxes. |
![]() Alonarigen the stralite battleaxe (Nightmares) (47-70.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +19.0% Armour: +4 Changes resistances: +15% light / +3% nature Critical mult.: +26.00% Physical save: +26 (+6 eff.) Blindness immunity: +10% Silence immunity: +25% Curse of Nightmares Massive two-handed battleaxes. |
![]() Coalpain (Shrouds) (62.5-93.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 62.5 - 93.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +20 darkness Burst (radius 1) on hit: +12 darkness When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances penetration: +25% mind Changes damage: +12% darkness / +6% mind Curse of Shrouds Massive two-handed battleaxes. |
![]() Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Shrouds The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% Curse of Shrouds This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() Elidath (Madness) (21-31.5 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str Changes resistances: +14% acid / +9% blight / +16% fire / +16% cold / +16% lightning Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Disarm immunity: +20% Light radius: +3 Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness 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. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 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. Curse of Corpses It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 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 299.04 fire damage, and flames will be left dealing a further 70.08 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. |
![]() Magmaspike the stralite battleaxe (Corpses) (63-94.5 power, 7 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +4 Dex Changes resistances penetration: +25% fire Spell save: +18 (+4 eff.) Only die when reaching: -60.00 life Curse of Corpses Massive two-handed battleaxes. |
![]() Olagorn the Archacker (Nightmares) (57.5-86.25 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +84 insidious poison When wielded/worn: Accuracy: +20 (+9 eff.) Armour penetration: +19 Physical power: +16 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +9 Con Changes resistances: +6% darkness / +3% temporal Changes resistances penetration: +15% lightning / +38% physical Changes damage: +3% lightning Spell save: +30 (+7 eff.) Disarm immunity: +39% Curse of Nightmares Massive two-handed battleaxes. |
![]() Samiruirig the Daywend (Nightmares) (31.5-47.25 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +55 insidious poison When wielded/worn: Changes resistances: +6% blight / +3% physical / +20% nature / +9% fire Mental save: +30 (+6 eff.) Disarm immunity: +10% Knockback immunity: +10% Curse of Nightmares Massive two-handed battleaxes. |
![]() caustic dwarven-steel battleaxe of shearing (Shrouds) (31.5-47.25 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 24% chance to corrode armour by 30% When wielded/worn: Armour penetration: +12 Changes resistances penetration: +14% acid / +12% physical Changes damage: +14% physical Life regen: +3.00 Curse of Shrouds Massive two-handed battleaxes. |
![]() caustic voratun battleaxe of shearing (Madness) (57.5-86.25 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 40% Wil, 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: * 41% chance to corrode armour by 30% When wielded/worn: Armour penetration: +13 Changes resistances penetration: +14% acid / +13% physical Changes damage: +7% physical Life regen: +3.00 Curse of Madness Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe 'Lightningspar' (Corpses) (32-48 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +16 lightning When wielded/worn: Changes resistances penetration: +15% fire Mental save: +30 (+6 eff.) Blindness immunity: +30% Cut immunity: +15% Teleport immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Massive two-handed battleaxes. |
![]() manaburning stralite battleaxe of massacre (Madness) (53-79.5 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 21 arcane resource burn Curse of Madness Massive two-handed battleaxes. |
![]() quick stralite battleaxe of nature (Corpses) (46-69 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% When wielded/worn: Accuracy: +17 (+8 eff.) Changes stats: +6 Dex Changes resistances: +9% all Changes resistances penetration: +14% nature Curse of Corpses Massive two-handed battleaxes. |
![]() quick stralite battleaxe of the leech (Nightmares) (44-66 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% On weapon hit: * Slows global speed by 14% * leeches stamina from the target When wielded/worn: Accuracy: +17 (+8 eff.) Damage when hit (Melee): 17 nature slow Changes stats: +6 Dex Curse of Nightmares Massive two-handed battleaxes. |
![]() quick voratun battleaxe (Nightmares) (58-87 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +12 (+6 eff.) Changes stats: +6 Dex Curse of Nightmares Massive two-handed battleaxes. |
![]() steel battleaxe of rage (Madness) (24.5-36.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Changes stats: +5 Str Changes damage: +10% physical Stamina when hit: +2.00 Curse of Madness Massive two-handed battleaxes. |
![]() stralite battleaxe of ruin (Misfortune) (42.5-63.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.5 - 63.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +16.0% Critical mult.: +20.00% Curse of Misfortune Massive two-handed battleaxes. |
![]() thunderous voratun battleaxe of amnesia (Madness) (58-87 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 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: * 13% chance to daze at end of turn * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances penetration: +13% lightning Curse of Madness Massive two-handed battleaxes. |
![]() thunderous voratun battleaxe of amnesia (Nightmares) (57.5-86.25 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 40% Wil, 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 * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +5 Str / +3 Dex / +5 Mag / +5 Wil / +6 Cun / +3 Con Changes resistances penetration: +14% lightning Curse of Nightmares Massive two-handed battleaxes. |
![]() thunderous voratun battleaxe of crippling (Misfortune) (56-84 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 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: * 26% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Changes stats: +3 Str / +3 Dex / +5 Mag / +5 Wil / +5 Cun / +3 Con Changes resistances penetration: +13% lightning Curse of Misfortune Massive two-handed battleaxes. |
![]() thunderous voratun battleaxe of crippling (Nightmares) (59-88.5 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 40% Wil, 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: * 13% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Changes stats: +6 Str / +3 Dex / +3 Mag / +5 Wil / +6 Cun / +5 Con Changes resistances penetration: +14% lightning Curse of Nightmares Massive two-handed battleaxes. |
![]() truestriking dwarven-steel battleaxe of projection (Shrouds) (32-48 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +12 Changes resistances penetration: +14% physical Curse of Shrouds Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe (Misfortune) (57-85.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+8 eff.) Armour penetration: +10 Changes resistances penetration: +19% physical Curse of Misfortune Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe of projection (Nightmares) (58.5-87.75 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +17 (+8 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Curse of Nightmares Massive two-handed battleaxes. |
![]() warbringer's steel battleaxe of massacre (Corpses) (32.5-48.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 32.5 - 48.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +10% physical Disarm immunity: +14% Curse of Corpses Massive two-handed battleaxes. |
![]() warbringer's stralite battleaxe of ruin (Madness) (44.5-66.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +9 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +12% physical Critical mult.: +20.00% Disarm immunity: +25% Curse of Madness Massive two-handed battleaxes. |
![]() warbringer's voratun battleaxe of massacre (Madness) (71-106.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +17 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +32% Curse of Madness Massive two-handed battleaxes. |
![]() Camizilarab the Sewerdream (Nightmares) (17-22.1 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 111% On weapon hit: * Slows global speed by 40% When wielded/worn: Accuracy: +9 (+5 eff.) Changes stats: +4 Dex Changes resistances: +6% darkness / +5% arcane / +6% nature Changes resistances penetration: +25% nature / +20% fire Spell save: +29 (+7 eff.) Curse of Nightmares Sharp, short and deadly. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 40% Wil, 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Corpses It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 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 3.92 acid and 3.92 blight damage. If not cleared after five turns it will inflict 22.24 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: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 Curse of Shrouds A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Shantiz the Stormblade (Misfortune) (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Misfortune This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Curse of Corpses Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 50% Cun Damage type: Physical 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 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Misfortune 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. |
![]() Torchwaker the dwarven-steel dagger (Nightmares) (19.5-25.35 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40 arcane resource burn * 25% chance to put talents on cooldown Damage (Melee): +20 nature Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +25% fire Spell save: +9 (+2 eff.) Curse of Nightmares Sharp, short and deadly. |
![]() arcing dwarven-steel dagger of the mystic (Corpses) (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning When wielded/worn: Changes stats: +4 Mag / +4 Wil Spellpower: +6 (+1 eff.) Curse of Corpses Sharp, short and deadly. |
![]() balanced voratun dagger of amnesia (Corpses) (39-50.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +10 (+3 eff.) Disarm immunity: +20% Curse of Corpses Sharp, short and deadly. |
![]() balanced voratun dagger of crippling (Madness) (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical 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: Accuracy: +7 (+4 eff.) Physical crit. chance: +11.0% Defense: +10 (+3 eff.) Disarm immunity: +24% Curse of Madness Sharp, short and deadly. |
![]() balanced voratun dagger of purging (Nightmares) (36-46.8 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +10 (+3 eff.) Disarm immunity: +26% Curse of Nightmares Sharp, short and deadly. |
![]() balanced voratun dagger of ruin (Nightmares) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Defense: +8 (+3 eff.) Critical mult.: +16.00% Disarm immunity: +30% Curse of Nightmares Sharp, short and deadly. |
![]() blazebringer's voratun dagger of disruption (Nightmares) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +7 fire Damage against: +24% Unnatural When wielded/worn: Changes resistances penetration: +7% fire Global speed: +3% Curse of Nightmares Sharp, short and deadly. |
![]() blazebringer's voratun dagger of torment (Misfortune) (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +12% fire / +8% mind / +9% darkness Global speed: +2% Curse of Misfortune Sharp, short and deadly. |
![]() caustic steel dagger of crippling (Shrouds) (11-14.3 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 11% chance to corrode armour by 30% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Changes resistances penetration: +8% acid Life regen: +0.40 Curse of Shrouds Sharp, short and deadly. |
![]() dwarven-steel dagger 'Duvakalthosin' (Nightmares) (34-44.2 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 34.0 - 44.2 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +2 Armour: +18 Defense: +9 (+3 eff.) Disarm immunity: +30% Only die when reaching: -80.00 life Curse of Nightmares Sharp, short and deadly. |
![]() glacial stralite dagger of erosion (Misfortune) (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +9 nature / +14 temporal Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +8 Changes resistances penetration: +11% cold Curse of Misfortune Sharp, short and deadly. |
![]() glacial voratun dagger of amnesia (Madness) (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +8 Changes resistances penetration: +8% cold Curse of Madness Sharp, short and deadly. |
![]() glacial voratun dagger of nature (Shrouds) (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +12 ice When wielded/worn: Armour: +11 Changes resistances: +5% all Changes resistances penetration: +11% nature / +8% cold Curse of Shrouds Sharp, short and deadly. |
![]() inquisitor's voratun dagger (Madness) (40-52 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy Curse of Madness Sharp, short and deadly. |
![]() inquisitor's voratun dagger of projection (Corpses) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * burns latent spell energy Curse of Corpses Sharp, short and deadly. |
![]() insidious voratun dagger of the leech (Corpses) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * leeches stamina from the target Damage (Melee): +29 insidious poison When wielded/worn: Damage when hit (Melee): 6 nature slow Curse of Corpses Sharp, short and deadly. |
![]() quick voratun dagger of dampening (Misfortune) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Changes resistances: +9% acid / +13% fire / +7% lightning / +13% cold Spell save: +11 (+2 eff.) Curse of Misfortune Sharp, short and deadly. |
![]() quick voratun dagger of rage (Madness) (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +17 (+8 eff.) Changes stats: +5 Str / +2 Dex Changes damage: +12% physical Stamina when hit: +1.00 Curse of Madness Sharp, short and deadly. |
![]() quick voratun dagger of torment (Misfortune) (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +9 (+5 eff.) Changes stats: +3 Dex Changes resistances penetration: +8% mind / +8% darkness Curse of Misfortune Sharp, short and deadly. |
![]() stralite dagger 'Duathelstrike' (Madness) (30-39 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +40 insidious poison / +12 nature Burst (radius 1) on hit: +16 mind When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun Changes resistances: +20% darkness Curse of Madness Sharp, short and deadly. |
![]() truestriking stralite dagger of corruption (Misfortune) (29-37.7 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 13% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +8% physical Curse of Misfortune Sharp, short and deadly. |
![]() truestriking stralite dagger of crippling (Madness) (30-39 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Changes resistances penetration: +11% physical Curse of Madness Sharp, short and deadly. |
![]() truestriking stralite dagger of purging (Misfortune) (30-39 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Changes resistances penetration: +9% physical Curse of Misfortune Sharp, short and deadly. |
![]() truestriking voratun dagger (Shrouds) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +7 Changes resistances penetration: +12% physical Curse of Shrouds Sharp, short and deadly. |
![]() truestriking voratun dagger of crippling (Misfortune) (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical 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: Accuracy: +9 (+5 eff.) Armour penetration: +8 Physical crit. chance: +10.0% Changes resistances penetration: +11% physical Curse of Misfortune Sharp, short and deadly. |
![]() truestriking voratun dagger of projection (Corpses) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +8 Changes resistances penetration: +9% physical Curse of Corpses Sharp, short and deadly. |
![]() truestriking voratun dagger of ruin (Misfortune) (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +17 Physical crit. chance: +8.0% Changes resistances penetration: +11% physical Critical mult.: +11.00% Curse of Misfortune Sharp, short and deadly. |
![]() voratun dagger 'Cleansereek' (Shrouds) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +13 insidious poison When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +4 Cun / +4 Con Changes resistances: +6% mind / +9% nature Changes resistances penetration: +10% lightning Changes damage: +6% nature Critical mult.: +16.00% Curse of Shrouds Sharp, short and deadly. |
![]() voratun dagger 'Samidudin' (Misfortune) (36-46.8 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex Changes resistances: +8% all Changes resistances penetration: +12% nature Blindness immunity: +5% Curse of Misfortune Sharp, short and deadly. |
![]() voratun dagger of disruption (Nightmares) (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +14% Unnatural Curse of Nightmares Sharp, short and deadly. |
![]() voratun dagger of projection (Nightmares) (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Curse of Nightmares Sharp, short and deadly. |
![]() voratun dagger of projection (Nightmares) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Curse of Nightmares Sharp, short and deadly. |
![]() voratun dagger of ruin (Misfortune) (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Physical crit. chance: +7.0% Critical mult.: +12.00% Curse of Misfortune Sharp, short and deadly. |
![]() voratun dagger of torment (Nightmares) (37-48.1 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +8% mind / +7% darkness Curse of Nightmares Sharp, short and deadly. |
![]() warbringer's stralite dagger of massacre (Misfortune) (39-50.7 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +8% physical Disarm immunity: +24% Curse of Misfortune Sharp, short and deadly. |
![]() warbringer's voratun dagger of crippling (Madness) (37-48.1 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical 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: +8.0% Physical power: +8 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +4% physical Disarm immunity: +11% Curse of Madness Sharp, short and deadly. |
![]() warbringer's voratun dagger of erosion (Shrouds) (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 nature / +10 temporal When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +12% physical Disarm immunity: +24% Curse of Shrouds Sharp, short and deadly. |
![]() warbringer's voratun dagger of projection (Madness) (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +8% physical Disarm immunity: +23% Curse of Madness Sharp, short and deadly. |
![]() warbringer's voratun dagger of the leech (Misfortune) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% * leeches stamina from the target When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 nature slow Changes stats: +4 Con Changes resistances penetration: +7% physical Disarm immunity: +18% Curse of Misfortune Sharp, short and deadly. |
![]() Abysssun the iron greatmaul (Corpses) (28.5-42.75 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 28.5 - 42.8 Uses stats: 40% Wil, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +2 Con Changes resistances: +15% fire Changes resistances penetration: +25% fire Grants telepathy: Demon/Minor Demon/Major Infravision radius: +3 Curse of Corpses Massive two-handed mauls. |
![]() Bethutira the Flashworm (Nightmares) (74.5-111.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 74.5 - 111.8 Uses stats: 40% Wil, 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 wielded/worn: Armour: +6 Changes resistances: +6% blight / +12% fire / +18% darkness Spell save: +20 (+5 eff.) Pinning immunity: +45% Knockback immunity: +10% Curse of Nightmares Massive two-handed mauls. |
![]() 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. Base power: 64.5 - 96.8 Uses stats: 40% Wil, 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: * 33 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Accuracy: +17 (+8 eff.) Armour penetration: +19 Physical crit. chance: +21.0% Defense: +21 (+7 eff.) Changes resistances: +2% physical Changes resistances penetration: +10% mind Critical mult.: +27.00% Physical save: +20 (+5 eff.) Mental save: +3 (+0 eff.) Disarm immunity: +70% Stun/Freeze immunity: +10% Knockback immunity: +20% Only die when reaching: -60.00 life Curse of Shrouds Massive two-handed mauls. |
![]() Dagoroddarab (Madness) (15-22.5 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +24 acid Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Changes resistances: +27% acid Changes resistances penetration: +15% mind / +10% physical Changes damage: +18% mind Curse of Madness 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. Base power: 82.0 - 123.0 Uses stats: 40% Wil, 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 Curse of Shrouds 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. Base power: 67.5 - 101.3 Uses stats: 40% Wil, 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: * splashes the target with acid Damage (Melee): +23 acid / +16 temporal / +8 blight When wielded/worn: Armour penetration: +16 Physical crit. chance: +19.0% Physical power: +14 (+3 eff.) Changes stats: +7 Con Changes resistances: +6% temporal Changes resistances penetration: +17% physical Changes damage: +9% temporal Critical mult.: +27.00% Disarm immunity: +35% Curse of Madness Massive two-handed mauls. |
![]() acidic dwarven-steel greatmaul of projection (Madness) (41-61.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +13 acid Curse of Madness Massive two-handed mauls. |
![]() acidic iron greatmaul of ruin (Nightmares) (17.5-26.25 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid When wielded/worn: Armour penetration: +10 Physical crit. chance: +9.0% Critical mult.: +16.00% Curse of Nightmares Massive two-handed mauls. |
![]() acidic stralite greatmaul of rage (Corpses) (52.5-78.75 power, 3 apr) 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. Base power: 52.5 - 78.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +21 acid When wielded/worn: Accuracy: +19 (+8 eff.) Changes stats: +9 Str Changes damage: +13% physical Stamina when hit: +3.00 Curse of Corpses Massive two-handed mauls. |
![]() chilling stralite greatmaul of massacre (Corpses) (62-93 power, 3 apr) 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. Base power: 62.0 - 93.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +19 cold Curse of Corpses Massive two-handed mauls. |
![]() dwarven-steel greatmaul 'Zanagas' (Misfortune) (41.5-62.25 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 33% chance to corrode armour by 30% When wielded/worn: Armour penetration: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Dex Changes resistances penetration: +16% acid Changes damage: +3% physical Critical mult.: +18.00% Pinning immunity: +20% Life regen: +2.00 Curse of Misfortune Massive two-handed mauls. |
![]() iron greatmaul of purging (Madness) (16-24 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature Curse of Madness Massive two-handed mauls. |
![]() plaguebringer's stralite greatmaul of crippling (Madness) (55.5-83.25 power, 3 apr) 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. Base power: 55.5 - 83.3 Uses stats: 40% Wil, 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: * 14% chance to disease On weapon crit: * cripple the target Damage (Melee): +16 blight When wielded/worn: Physical crit. chance: +13.0% Disease immunity: +29% Curse of Madness Massive two-handed mauls. |
![]() steel greatmaul 'Gloruyarin' (Misfortune) (27.5-41.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +20 mind When wielded/worn: Accuracy: +13 (+6 eff.) Defense: +13 (+4 eff.) Changes stats: +3 Wil Changes resistances: +9% lightning Reduces incoming crit damage: 15.00% Poison immunity: +15% Cut immunity: +15% Disarm immunity: +39% Pinning immunity: +25% Mindpower: +6 (+1 eff.) Curse of Misfortune Massive two-handed mauls. |
![]() steel greatmaul of disruption (Madness) (29-43.5 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +19% Unnatural Curse of Madness Massive two-handed mauls. |
![]() stralite greatmaul of crippling (Madness) (51-76.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.0 - 76.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Curse of Madness Massive two-handed mauls. |
![]() stralite greatmaul of nature (Shrouds) (55.5-83.25 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 40% Wil, 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 wielded/worn: Changes resistances: +9% all Changes resistances penetration: +13% nature Curse of Shrouds Massive two-handed mauls. |
![]() thunderous steel greatmaul (Shrouds) (24.5-36.75 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 21% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +12% lightning Curse of Shrouds Massive two-handed mauls. |
![]() truestriking dwarven-steel greatmaul of crippling (Misfortune) (45-67.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +12 Physical crit. chance: +13.0% Changes resistances penetration: +12% physical Curse of Misfortune Massive two-handed mauls. |
![]() truestriking stralite greatmaul of projection (Corpses) (53-79.5 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +13 Changes resistances penetration: +14% physical Curse of Corpses Massive two-handed mauls. |
![]() voratun greatmaul 'Adynne' (Madness) (88-132 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.0 - 132.0 Uses stats: 40% Wil, 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): +23 nature / +27 temporal Burst (radius 2) on crit: +8 blight When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +9% blight / +3% temporal Changes damage: +9% blight Curse of Madness Massive two-handed mauls. |
![]() 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. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 115% Str, 20% Con 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 10 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%. Curse of Nightmares 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 30 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. |
![]() Cutherach the Cloudpyre (Misfortune) (21-33.6 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stats: 40% Wil, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% * 40% chance to daze at end of turn Burst (radius 1) on hit: +12 lightning When wielded/worn: Changes resistances: +12% lightning Critical mult.: +15.00% Mental save: +9 (+1 eff.) Maximum hate: +4.00 Mental crit. chance: +3% Curse of Misfortune Massive two-handed swords. |
![]() Koriharayon (Madness) (35-56 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 40% Wil, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% darkness / +5% arcane / +10% all Changes resistances penetration: +16% nature Grants telepathy: Demon/Minor Demon/Major Spell save: +9 (+2 eff.) Curse of Madness Massive two-handed swords. |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 40% Wil, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire Curse of Shrouds It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() Lisussra (Shrouds) (38-60.8 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 12 mind Changes resistances: +12% blight Spell save: +9 (+2 eff.) Knockback immunity: +10% Maximum psi: +20.00 Mindpower: +10 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 Curse of Shrouds Massive two-handed swords. |
![]() Mirebiter the stralite greatsword (Misfortune) (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 acid / +24 temporal / +25 nature Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 nature When wielded/worn: Changes resistances: +18% nature / +9% acid Changes damage: +3% nature / +9% acid Curse of Misfortune Massive two-handed swords. |
![]() Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature / +20 darkness Burst (radius 2) on crit: +12 mind Damage against: +16% Living When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Damage when hit (Melee): 8 mind Changes stats: +2 Wil Changes resistances penetration: +10% mind Changes damage: +9% acid Critical mult.: +23.00% Mental save: +6 (+1 eff.) Mindpower: +2 (+1 eff.) Curse of Shrouds Massive two-handed swords. |
![]() Shadewake the iron greatsword (Shrouds) (17.5-28 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +28 insidious poison When wielded/worn: Fatigue: -8% Changes stats: +10 Str / +4 Dex Changes resistances penetration: +25% darkness Changes damage: +12% darkness Curse of Shrouds 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. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 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 Curse of Corpses A blood-etched greatsword, it has seen many foes. From the inside. |
![]() acidic iron greatsword of corruption (Nightmares) (15.5-24.8 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Curse of Nightmares Massive two-handed swords. |
![]() balanced stralite greatsword of massacre (Shrouds) (58.5-93.6 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 40% Wil, 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 wielded/worn: Accuracy: +9 (+5 eff.) Defense: +13 (+4 eff.) Disarm immunity: +57% Curse of Shrouds Massive two-handed swords. |
![]() balanced voratun greatsword of purging (Misfortune) (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 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: * 25% chance to remove a magical effect Damage (Melee): +17 nature When wielded/worn: Accuracy: +14 (+7 eff.) Defense: +14 (+5 eff.) Disarm immunity: +45% Curse of Misfortune Massive two-handed swords. |
![]() balanced voratun greatsword of rage (Nightmares) (65-104 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stats: 40% Wil, 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% When wielded/worn: Accuracy: +26 (+11 eff.) Defense: +16 (+5 eff.) Changes stats: +6 Str Changes damage: +13% physical Disarm immunity: +28% Stamina when hit: +2.00 Curse of Nightmares Massive two-handed swords. |
![]() caustic dwarven-steel greatsword of rage (Madness) (36-57.6 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 30% chance to corrode armour by 30% When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +6 Str Changes resistances penetration: +13% acid Changes damage: +12% physical Life regen: +2.00 Stamina when hit: +2.00 Curse of Madness Massive two-handed swords. |
![]() caustic stralite greatsword of projection (Corpses) (48-76.8 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 27% chance to corrode armour by 30% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +16% acid Life regen: +3.00 Curse of Corpses Massive two-handed swords. |
![]() caustic voratun greatsword (Corpses) (59.5-95.2 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 40% Wil, 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: * 33% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +13% acid Life regen: +2.00 Curse of Corpses Massive two-handed swords. |
![]() dwarven-steel greatsword 'Dayraze' (Shrouds) (33.5-53.6 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +56 insidious poison / +16 fire When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 fire Changes resistances: +15% light Changes resistances penetration: +10% fire Curse of Shrouds Massive two-handed swords. |
![]() glacial voratun greatsword of crippling (Madness) (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +38 ice When wielded/worn: Physical crit. chance: +14.0% Armour: +17 Changes resistances penetration: +14% cold Curse of Madness Massive two-handed swords. |
![]() glacial voratun greatsword of massacre (Shrouds) (78.5-125.6 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +26 ice When wielded/worn: Armour: +10 Changes resistances penetration: +16% cold Curse of Shrouds Massive two-handed swords. |
![]() glacial voratun greatsword of the leech (Misfortune) (63.5-101.6 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 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 19% * leeches stamina from the target Burst (radius 2) on crit: +19 ice When wielded/worn: Armour: +19 Damage when hit (Melee): 19 nature slow Changes resistances penetration: +10% cold Curse of Misfortune Massive two-handed swords. |
![]() hateful stralite greatsword of purging (Shrouds) (45-72 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 45.0 - 72.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +17 nature / +16 darkness Damage against: +9% Living Curse of Shrouds Massive two-handed swords. |
![]() inquisitor's voratun greatsword of the leech (Misfortune) (65-104 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stats: 40% Wil, 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: * 30 arcane resource burn * Slows global speed by 23% * leeches stamina from the target On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 16 nature slow Curse of Misfortune Massive two-handed swords. |
![]() insidious voratun greatsword of persecution (Corpses) (62.5-100 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 40% Wil, 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): +72 insidious poison Damage against: +26% Unnatural When wielded/worn: Changes stats: +6 Wil Curse of Corpses Massive two-handed swords. |
![]() insidious voratun greatsword of ruin (Corpses) (66-105.6 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 66.0 - 105.6 Uses stats: 40% Wil, 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): +55 insidious poison When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Critical mult.: +20.00% Curse of Corpses Massive two-handed swords. |
![]() iron greatsword 'Darkdare' (Shrouds) (26-41.6 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Armour: +8 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes damage: +30% darkness Maximum life: +20.00 Curse of Shrouds Massive two-handed swords. |
![]() plaguebringer's stralite greatsword of crippling (Misfortune) (48-76.8 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 40% Wil, 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: * 19% chance to disease On weapon crit: * cripple the target Damage (Melee): +21 blight When wielded/worn: Physical crit. chance: +12.0% Disease immunity: +34% Curse of Misfortune Massive two-handed swords. |
![]() quick voratun greatsword (Madness) (62.5-100 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +16 (+7 eff.) Changes stats: +7 Dex Curse of Madness Massive two-handed swords. |
![]() quick voratun greatsword of disruption (Corpses) (64-102.4 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * disrupts spell-casting Damage against: +26% Unnatural When wielded/worn: Accuracy: +16 (+7 eff.) Changes stats: +6 Dex Curse of Corpses Massive two-handed swords. |
![]() quick voratun greatsword of ruin (Corpses) (60.5-96.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +16 (+7 eff.) Armour penetration: +13 Physical crit. chance: +19.0% Changes stats: +5 Dex Critical mult.: +19.00% Curse of Corpses Massive two-handed swords. |
![]() thunderous iron greatsword of crippling (Nightmares) (18.5-29.6 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +10% lightning Curse of Nightmares Massive two-handed swords. |
![]() thunderous stralite greatsword (Corpses) (49-78.4 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances penetration: +16% lightning Curse of Corpses Massive two-handed swords. |
![]() thunderous voratun greatsword (Nightmares) (59-94.4 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 40% Wil, 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: * 17% chance to daze at end of turn When wielded/worn: Changes stats: +6 Str / +3 Dex / +5 Mag / +2 Wil / +3 Cun / +5 Con Changes resistances penetration: +14% lightning Curse of Nightmares Massive two-handed swords. |
![]() thunderous voratun greatsword of ruin (Shrouds) (59.5-95.2 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 40% Wil, 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 daze at end of turn When wielded/worn: Armour penetration: +16 Physical crit. chance: +14.0% Changes stats: +5 Str / +5 Dex / +3 Mag / +3 Wil / +6 Cun / +5 Con Changes resistances penetration: +7% lightning Critical mult.: +21.00% Curse of Shrouds Massive two-handed swords. |
![]() thunderous voratun greatsword of torment (Corpses) (58.5-93.6 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 40% Wil, 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: * 33% chance to daze at end of turn * 20% chance to torment the target When wielded/worn: Changes stats: +5 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances penetration: +21% lightning / +14% mind / +13% darkness Curse of Corpses Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of crippling (Misfortune) (34-54.4 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +12% physical Curse of Misfortune Massive two-handed swords. |
![]() truestriking stralite greatsword of torment (Corpses) (46.5-74.4 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +13 Changes resistances penetration: +10% physical / +13% mind / +13% darkness Curse of Corpses Massive two-handed swords. |
![]() truestriking voratun greatsword (Corpses) (63.5-101.6 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 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% When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +16 Changes resistances penetration: +17% physical Curse of Corpses Massive two-handed swords. |
![]() truestriking voratun greatsword (Nightmares) (59.5-95.2 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 40% Wil, 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% When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +14 Changes resistances penetration: +10% physical Curse of Nightmares Massive two-handed swords. |
![]() truestriking voratun greatsword of amnesia (Shrouds) (61.5-98.4 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 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: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +20 Changes resistances penetration: +17% physical Curse of Shrouds Massive two-handed swords. |
![]() truestriking voratun greatsword of rage (Shrouds) (62-99.2 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 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% When wielded/worn: Accuracy: +23 (+10 eff.) Armour penetration: +16 Changes stats: +10 Str Changes resistances penetration: +10% physical Changes damage: +14% physical Stamina when hit: +3.00 Curse of Shrouds Massive two-handed swords. |
![]() truestriking voratun greatsword of torment (Misfortune) (61.5-98.4 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +19 (+8 eff.) Armour penetration: +13 Changes resistances penetration: +12% physical / +16% mind / +12% darkness Curse of Misfortune Massive two-handed swords. |
![]() voratun greatsword 'Blackwing' (Nightmares) (78.5-125.6 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stats: 40% Wil, 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 inflict 15% damage reduction * 40% chance to disease On weapon crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing * splashes the target with acid Damage (Melee): +23 acid / +16 darkness When wielded/worn: Physical crit. chance: +17.0% Physical power: +21 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Curse of Nightmares Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 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): +16 nature When wielded/worn: Accuracy: +21 (+9 eff.) Defense: +19 (+6 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Cun Changes damage: +6% mind Grants telepathy: Humanoid/Orc Mental save: +12 (+2 eff.) Disarm immunity: +69% Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 Curse of Nightmares Massive two-handed swords. |
![]() voratun greatsword of amnesia (Nightmares) (58.5-93.6 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 40% Wil, 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: * 25% chance to put talents on cooldown When wielded/worn: Curse of Nightmares Massive two-handed swords. |
![]() voratun greatsword of nature (Madness) (62-99.2 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 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% When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +21% nature Curse of Madness Massive two-handed swords. |
![]() voratun greatsword of shearing (Shrouds) (63-100.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 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% When wielded/worn: Armour penetration: +14 Changes resistances penetration: +14% physical Changes damage: +17% physical Curse of Shrouds Massive two-handed swords. |
![]() warbringer's stralite greatsword of rage (Shrouds) (49.5-79.2 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 40% Wil, 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 wielded/worn: Accuracy: +12 (+6 eff.) Physical power: +13 (+3 eff.) Changes stats: +5 Str / +2 Con Changes resistances penetration: +12% physical Changes damage: +12% physical Disarm immunity: +31% Stamina when hit: +3.00 Curse of Shrouds Massive two-handed swords. |
![]() warbringer's voratun greatsword of disruption (Misfortune) (62-99.2 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 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: * disrupts spell-casting Damage against: +26% Unnatural When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +29% Curse of Misfortune Massive two-handed swords. |
![]() warbringer's voratun greatsword of massacre (Shrouds) (76-121.6 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 76.0 - 121.6 Uses stats: 40% Wil, 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% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +10% physical Disarm immunity: +32% Curse of Shrouds Massive two-handed swords. |
![]() Lorodedunarach (Misfortune) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +53 fire When wielded/worn: Changes stats: +1 Str / +4 Dex / +1 Mag / +2 Con Changes resistances: +6% mind Changes resistances penetration: +18% fire / +69% physical Changes damage: +3% mind / +26% physical Global speed: +8% Damage Shield penetration: +74% Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() Tuledor the Arcgore (Madness) Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Acid Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to daze at end of turn Burst (radius 1) on hit: +10 darkness / +12 acid Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on ranged hit: * 14 arcane resource burn Changes stats: +5 Cun / +5 Wil Changes resistances: +9% lightning Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +11 (+2 eff.) Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() Urthoroddandur the dragonbone longbow (Madness) 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. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 24% chance to corrode armour by 30% Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +18 (+8 eff.) Physical crit. chance: +8.0% Changes stats: +11 Con Changes resistances penetration: +15% acid / +15% temporal Changes damage: +6% arcane / +12% temporal Talent mastery: +0.15 Wild-gift / Fungus Life regen: +4.00 Curse of Madness It can be used to regenerate 234 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() Yarondur the Glowtrencher (Madness) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Mind Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to cause random gloom * 40% chance to blind Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +17 (+8 eff.) Physical crit. chance: +6.0% Changes resistances penetration: +10% light Changes damage: +6% darkness / +6% mind Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() elm longbow 'Chukalthosta' (Corpses) Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -6% Changes stats: +2 Mag / +10 Con Changes resistances penetration: +17% physical Changes damage: +17% physical Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() fungal ash longbow of power (Shrouds) Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +5 Con Changes resistances penetration: +18% physical Changes damage: +17% physical Talent mastery: +0.15 Wild-gift / Fungus Curse of Shrouds It can be used to regenerate 96 life over 5 turns, putting all charms on cooldown for 20 turns. 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. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +26 nature When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +18.0% Changes resistances penetration: +11% nature Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% 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 (-7 eff.) Mindpower: +9 (+2 eff.) Curse of Shrouds 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. |
![]() Belimina the voratun longsword (Misfortune) (53-74.2 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 53.0 - 74.2 Uses stats: 40% Wil, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Armour penetration: +5 Physical crit. chance: +10.0% Physical power: +12 (+3 eff.) Changes resistances penetration: +25% acid / +8% physical Changes damage: +6% acid / +12% physical Curse of Misfortune Sharp, long, and deadly. |
![]() Bokusagund the Scabradiance (Madness) (21-29.4 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stats: 40% Wil, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind * Slows global speed by 40% * 40% chance to corrode armour by 30% * 20% chance to torment the target When wielded/worn: Changes resistances: +9% nature / +6% acid Changes resistances penetration: +11% mind / +11% darkness Changes damage: +12% nature Curse of Madness Sharp, long, and deadly. |
![]() Bokyrach the Blazenight (Shrouds) (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 fire Burst (radius 2) on crit: +16 fire When wielded/worn: Armour penetration: +9 Changes stats: +2 Wil Changes resistances penetration: +9% physical Changes damage: +9% physical Critical mult.: +12.00% Mental save: +9 (+1 eff.) Maximum life: +90.00 Curse of Shrouds Sharp, long, and deadly. |
![]() Carrionminister the voratun longsword (Madness) (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target Damage (Melee): +8 nature When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +14 Damage when hit (Melee): 12 blight Changes stats: +5 Cun Changes resistances penetration: +15% acid / +12% physical / +10% blight / +9% fire / +15% cold / +16% lightning Spell save: +30 (+7 eff.) Spell crit. chance: +1% Curse of Madness Sharp, long, and deadly. |
![]() Chargequell the stralite longsword (Misfortune) (32-44.8 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Armour: +6 Changes resistances: +6% acid / +12% blight / +9% nature / +15% lightning Changes resistances penetration: +11% physical Changes damage: +6% lightning / +13% physical Physical save: +30 (+7 eff.) Stun/Freeze immunity: +15% Knockback immunity: +15% Curse of Misfortune Sharp, long, and deadly. |
![]() Galesmasher (Corpses) (23.5-32.9 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 14% When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +9% darkness / +6% lightning Changes damage: +18% light Spell save: +30 (+7 eff.) Blindness immunity: +15% Pinning immunity: +10% Knockback immunity: +15% Curse of Corpses Sharp, long, and deadly. |
![]() Obsidianblight (Madness) (36.5-51.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 36.5 - 51.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +20 darkness / +12 fire Burst (radius 2) on crit: +16 fire When wielded/worn: Changes resistances: +12% darkness Changes resistances penetration: +10% darkness / +15% fire Curse of Madness Sharp, long, and deadly. |
![]() Phoenixlord (Nightmares) (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +9 (+5 eff.) Armour: +6 Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% mind / +6% temporal Disarm immunity: +32% Curse of Nightmares Sharp, long, and deadly. |
![]() Salyyana the voratun longsword (Misfortune) (42.5-59.5 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 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% Damage (Melee): +17 darkness Damage against: +10% Living When wielded/worn: Accuracy: +13 (+6 eff.) Physical power: +14 (+3 eff.) Changes stats: +5 Dex / +6 Con Changes resistances: +6% cold / +3% nature / +5% arcane Changes resistances penetration: +13% physical Disarm immunity: +25% Curse of Misfortune Sharp, long, and deadly. |
![]() Twilight's Edge (Madness) (47-65.8 power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 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 (+2 eff.) Spell crit. chance: +4% Light radius: +1 Curse of Madness 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. |
![]() Velyba the Ebonyenvy (Nightmares) (21.5-30.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +11 (+6 eff.) Defense: +11 (+4 eff.) Changes resistances: +12% acid / +12% cold / +12% light / +12% darkness Disarm immunity: +38% Curse of Nightmares Sharp, long, and deadly. |
![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Damage (Melee): +21 insidious poison When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 4 blight Changes resistances: +6% mind Changes resistances penetration: +10% mind Disarm immunity: +26% Curse of Nightmares Sharp, long, and deadly. |
![]() acidic stralite longsword of corruption (Misfortune) (34-47.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 12% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Curse of Misfortune Sharp, long, and deadly. |
![]() dwarven-steel longsword 'Nimbusthorn' (Misfortune) (21.5-30.1 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stats: 40% Wil, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom Damage (Melee): +16 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +27% lightning / +6% temporal / +9% blight / +12% nature / +6% acid Curse of Misfortune Sharp, long, and deadly. |
![]() glacial steel longsword of erosion (Misfortune) (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 nature / +9 temporal Burst (radius 2) on crit: +11 ice When wielded/worn: Armour: +7 Changes resistances penetration: +6% cold Curse of Misfortune Sharp, long, and deadly. |
![]() glacial voratun longsword of rage (Corpses) (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 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% Burst (radius 2) on crit: +25 ice When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +11 Changes stats: +4 Str Changes resistances penetration: +9% cold Changes damage: +13% physical Stamina when hit: +2.00 Curse of Corpses Sharp, long, and deadly. |
![]() glacial voratun longsword of rage (Shrouds) (43.5-60.9 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 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% Burst (radius 2) on crit: +18 ice When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +8 Changes stats: +4 Str Changes resistances penetration: +10% cold Changes damage: +10% physical Stamina when hit: +1.30 Curse of Shrouds Sharp, long, and deadly. |
![]() hateful stralite longsword of ruin (Shrouds) (33-46.2 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +11% Living When wielded/worn: Armour penetration: +12 Physical crit. chance: +9.0% Critical mult.: +13.00% Curse of Shrouds Sharp, long, and deadly. |
![]() inquisitor's steel longsword of evisceration (Nightmares) (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn On weapon crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing * burns latent spell energy When wielded/worn: Physical crit. chance: +9.0% Physical power: +7 (+2 eff.) Curse of Nightmares Sharp, long, and deadly. |
![]() inquisitor's voratun longsword (Madness) (42.5-59.5 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 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: * 21 arcane resource burn On weapon crit: * burns latent spell energy Curse of Madness Sharp, long, and deadly. |
![]() insidious voratun longsword of shearing (Madness) (44-61.6 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +43 insidious poison When wielded/worn: Armour penetration: +5 Changes resistances penetration: +13% physical Changes damage: +10% physical Curse of Madness Sharp, long, and deadly. |
![]() plaguebringer's steel longsword of rage (Nightmares) (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 8% chance to disease Damage (Melee): +8 blight When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +2 Str Changes damage: +8% physical Disease immunity: +18% Stamina when hit: +1.00 Curse of Nightmares Sharp, long, and deadly. |
![]() thunderous voratun longsword of nature (Misfortune) (44-61.6 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 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: * 31% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +2 Mag / +4 Wil / +2 Cun / +2 Con Changes resistances: +9% all Changes resistances penetration: +7% lightning / +12% nature Curse of Misfortune Sharp, long, and deadly. |
![]() truestriking dwarven-steel longsword of evisceration (Misfortune) (22-30.8 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Changes resistances penetration: +8% physical Curse of Misfortune Sharp, long, and deadly. |
![]() truestriking dwarven-steel longsword of nature (Shrouds) (23.5-32.9 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +5 Changes resistances: +5% all Changes resistances penetration: +10% nature / +9% physical Curse of Shrouds Sharp, long, and deadly. |
![]() truestriking dwarven-steel longsword of purging (Nightmares) (25-35 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +11 nature When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Curse of Nightmares Sharp, long, and deadly. |
![]() warbringer's voratun longsword of erosion (Corpses) (43.5-60.9 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 nature / +13 temporal When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +11% physical Disarm immunity: +27% Curse of Corpses Sharp, long, and deadly. |
![]() warbringer's voratun longsword of erosion (Shrouds) (44-61.6 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 nature / +16 temporal When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +18% Curse of Shrouds Sharp, long, and deadly. |
![]() Blackpython (Corpses) (12.5-17.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +7 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +12% fire Changes resistances penetration: +25% darkness / +15% fire Changes damage: +30% darkness Disarm immunity: +26% Curse of Corpses Blunt and deadly. |
![]() Brightarc the voratun mace (Shrouds) (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +33 nature / +33 temporal When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn * 30% chance to blind Changes resistances: +3% light / +8% all Changes resistances penetration: +11% nature / +5% lightning Changes damage: +6% light Light radius: +1 Curse of Shrouds Blunt and deadly. |
![]() Delokan the stralite mace (Misfortune) (61-85.4 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 61.0 - 85.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+6 eff.) Defense: +11 (+4 eff.) Changes stats: +3 Cun Changes resistances: +3% light / +6% fire Mental save: +30 (+6 eff.) Disarm immunity: +40% Pinning immunity: +15% Curse of Misfortune Blunt and deadly. |
![]() Furnacezeal (Madness) (45-63 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid Burst (radius 1) on hit: +16 fire When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Con Changes resistances: +3% fire Changes resistances penetration: +5% fire / +13% physical Changes damage: +24% fire Disarm immunity: +30% Curse of Madness Blunt and deadly. |
![]() Galespawn the steel mace (Madness) (22.5-31.5 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +15% acid / +18% lightning Changes resistances penetration: +15% lightning / +25% acid Changes damage: +9% acid Curse of Madness Blunt and deadly. |
![]() Ureldil the steel mace (Misfortune) (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical Changes stats: +8 Wil Changes resistances: +9% acid / +11% fire / +11% lightning / +10% cold Spell save: +9 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Misfortune Blunt and deadly. |
![]() Xanobeth the voratun mace (Misfortune) (47.5-66.5 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stats: 40% Wil, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +25 nature / +40 temporal When wielded/worn: Armour penetration: +14 Changes resistances: +6% lightning / +9% temporal / +5% arcane / +3% darkness Changes resistances penetration: +15% physical Changes damage: +3% acid / +10% physical Spell save: +20 (+5 eff.) Curse of Misfortune Blunt and deadly. |
![]() dwarven-steel mace of disruption (Corpses) (27-37.8 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +19% Unnatural Curse of Corpses Blunt and deadly. |
![]() elemental dwarven-steel mace of crippling (Nightmares) (26.5-37.1 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +10% acid / +10% fire / +13% lightning / +10% cold Curse of Nightmares Blunt and deadly. |
![]() insidious steel mace of shearing (Corpses) (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 insidious poison When wielded/worn: Armour penetration: +7 Changes resistances penetration: +9% physical Changes damage: +9% physical Curse of Corpses Blunt and deadly. |
![]() stralite mace 'Arcwrecker' (Corpses) (47-65.8 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% blight / +12% fire / +12% darkness Changes damage: +18% lightning Spell save: +20 (+5 eff.) Curse of Corpses Blunt and deadly. |
![]() voratun mace 'Gissra' (Nightmares) (47-65.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 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 put talents on cooldown Damage (Melee): +16 light Damage against: +19% Undead When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +13 Changes stats: +3 Mag Changes resistances: +5% arcane / +15% fire Changes resistances penetration: +13% physical Confusion immunity: +10% Spellpower on spell critical (stacks up to 3 times): +8 Curse of Nightmares Blunt and deadly. |
![]() Amethyst of Sanctuary (Shrouds) (15-16.5 power, 26 apr, mind damage) Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 85% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% Curse of Shrouds It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 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 (437 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. |
![]() Balancewild the vined mindstar (Shrouds) (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +2 Dex Changes damage: +6% acid Life regen: +0.80 Stamina each turn: +1.00 Equilibrium when hit: +1.10 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds 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. |
![]() Bealdil (Shrouds) (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Mag Changes resistances: +15% fire Mental save: +30 (+6 eff.) Poison immunity: +35% Life regen: +1.70 Maximum life: +38.00 Maximum hate: +6.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Infravision radius: +3 Curse of Shrouds 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. |
![]() Boltseam the vined mindstar (Misfortune) (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Fatigue: -10% Damage when hit (Melee): 20 lightning Changes stats: +3 Cun / +5 Wil Reduces incoming crit damage: 15.00% Physical save: +5 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +1.30 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% See invisible: +12 Curse of Misfortune 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. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% acid / +15% lightning / +6% mind / +6% darkness Changes damage: +7% acid Spell save: +30 (+7 eff.) Disease immunity: +15% Equilibrium when hit: +1.40 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune 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 arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Curse of Nightmares It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 102.03 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 75% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Shrouds This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 75% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Curse of Shrouds It can be used to activate talent Rage (costing 16 power out of 16/16) : Effective talent level: 4.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 25 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. This item has been sent to the Item's Vault. |
![]() Nexus of the Way (Misfortune) (22-24.2 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 20% 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: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Misfortune It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() Oozing Heart (Nightmares) (17-18.7 power, 25 apr, nature slow damage) Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +8% Curse of Nightmares It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 72.19 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() Psionic Fury (Shrouds) (12-13.2 power, 25 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Curse of Shrouds It can be used to release a wave of psionic power, dealing 295.72 mind damage (based on Willpower) to all within radius 5, costing 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() Radianceviper the pulsing mindstar (Shrouds) (12-13.2 power, 36 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +36 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Effects when hit in melee: * Slows global speed by 9% Changes stats: +9 Str Changes resistances: +4% physical Changes resistances penetration: +20% light Changes damage: +8% nature / +12% light Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds 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. |
![]() Shinewasp (Shrouds) (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Changes resistances penetration: +15% light Changes damage: +12% lightning / +21% light / +13% fire / +30% nature / +13% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Light radius: +3 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming pulsing mindstar of life (Misfortune) (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +1.10 Maximum life: +28.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +17 Curse of Misfortune 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. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This natural venom should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +13% acid Changes resistances penetration: +15% acid / +8% fire / +8% cold / +6% physical Changes damage: +25% acid / +11% fire / +9% cold / +10% physical Life regen: +1.80 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative living mindstar of the jelly (Shrouds) (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 90% 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: Changes stats: +4 Cun Changes damage: +5% acid Critical mult.: +9.00% Equilibrium when hit: +2.20 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative pulsing mindstar of the jelly (Madness) (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes damage: +6% acid Critical mult.: +10.00% Equilibrium when hit: +1.60 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Madness 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 arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 17.0 - 18.7 Uses stats: 90% 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: * disrupts spell-casting Damage against: +17% Unnatural When wielded/worn: Changes resistances: +20% mind Mental save: +7 (+1 eff.) Maximum psi: +26.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's living mindstar of storms (Misfortune) (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural lightning should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 lightning Changes stats: +3 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +16% lightning / +18% mind Changes resistances penetration: +15% lightning Changes damage: +15% lightning Mental save: +5 (+1 eff.) Maximum psi: +25.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous living mindstar of venom (Misfortune) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural venom should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 acid Changes resistances: +12% acid Changes resistances penetration: +15% acid Changes damage: +15% mind / +11% acid Life regen: +1.30 Mindpower: +12 (+3 eff.) Mental crit. chance: +8% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous pulsing mindstar of storms (Shrouds) (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning Changes stats: +3 Str / +3 Dex / +1 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +4% lightning Changes resistances penetration: +10% lightning Changes damage: +21% mind / +8% lightning Mindpower: +11 (+2 eff.) Mental crit. chance: +8% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted living mindstar of balance (Shrouds) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% 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: Physical save: +6 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted pulsing mindstar of resolve (Nightmares) (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Physical save: +6 (+2 eff.) Mindpower: +14 (+3 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious pulsing mindstar of storms (Misfortune) (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +4 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +4 Con Changes resistances: +9% lightning / +6% nature Changes resistances penetration: +7% lightning / +7% nature Changes damage: +6% lightning / +4% nature Talent mastery: +0.20 Wild-gift / Harmony Blindness immunity: +0% Stun/Freeze immunity: +0% Equilibrium when hit: +0.90 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hateful living mindstar (Madness) (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 15.5 - 17.1 Uses stats: 90% 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: Changes resistances penetration: +10% mind / +13% darkness Changes damage: +22% mind / +18% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness 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 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural frost should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 10 ice Changes resistances: +11% cold Changes resistances penetration: +12% cold / +9% mind / +9% darkness Changes damage: +10% cold / +10% mind / +6% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hateful thorny mindstar of flames (Madness) (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. This psionic mindstar hates not to be wrathful. Base power: 9.0 - 9.9 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 fire Changes resistances: +13% fire Changes resistances penetration: +12% fire / +9% mind / +8% darkness Changes damage: +5% fire / +12% mind / +16% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Global speed: +3% Curse of Madness 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. |
![]() honing living mindstar (Madness) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +4% physical Changes resistances penetration: +5% physical Changes damage: +8% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness 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. |
![]() honing living mindstar of sand (Madness) (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Base power: 15.0 - 16.5 Uses stats: 90% 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: Damage when hit (Melee): 7 physical Changes stats: +3 Cun / +2 Wil Changes resistances: +18% physical Changes resistances penetration: +20% physical Changes damage: +15% physical Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying living mindstar of nightfall (Corpses) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 mind / 3 darkness Changes resistances: +18% darkness Changes resistances penetration: +13% darkness Changes damage: +6% mind / +22% darkness Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +16% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering living mindstar of frost (Madness) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% 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: +7 Damage when hit (Melee): 14 ice Changes resistances: +9% cold Changes resistances penetration: +14% cold Changes damage: +12% cold Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness It can be used to inflict 226.27 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering living mindstar of sand (Shrouds) (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 90% 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: Damage when hit (Melee): 7 physical Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +13% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +4.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to inflict 229.90 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering living mindstar of the jelly (Corpses) (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 90% 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: Changes damage: +5% acid Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Equilibrium when hit: +1.10 Hate per kill: +2.00 Psi per kill: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to inflict 231.11 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering living mindstar of venom (Corpses) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% 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: Damage when hit (Melee): 8 acid Changes resistances: +17% acid Changes resistances penetration: +11% acid Changes damage: +18% acid Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Life regen: +1.50 Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to inflict 231.11 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering thorny mindstar of frost (Nightmares) (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 10 ice Changes resistances: +13% cold Changes resistances penetration: +12% cold Changes damage: +9% cold Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares It can be used to inflict 185.13 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering thorny mindstar of sand (Corpses) (10-11 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 10.0 - 11.0 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 physical Changes resistances: +8% physical Changes resistances penetration: +12% physical Changes damage: +7% physical Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +1.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses It can be used to inflict 186.34 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering thorny mindstar of sand (Misfortune) (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 physical Changes resistances: +9% physical Changes resistances penetration: +4% physical Changes damage: +10% physical Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune It can be used to inflict 187.55 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's living mindstar (Madness) (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% 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: * 11 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +6% arcane Spell save: +8 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness 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 arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 90% 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: * 15 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +6% arcane Physical save: +6 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +1.40 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's living mindstar of life (Corpses) (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% 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: * 17 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +6% arcane Spell save: +8 (+2 eff.) Life regen: +1.50 Maximum life: +29.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's pulsing mindstar of clarity (Misfortune) (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +6% arcane Spell save: +5 (+1 eff.) Mental save: +7 (+1 eff.) Maximum psi: +37.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune 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. This natural fire should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 15.5 - 17.1 Uses stats: 90% 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: +8 light When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +3 Cun / +4 Wil Changes resistances: +25% lightning / +10% physical / +9% temporal / +38% fire / +15% acid / +25% cold Changes resistances penetration: +10% physical / +5% light / +20% fire Changes damage: +10% physical / +20% fire Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Physical save: +10 (+3 eff.) Spell save: +22 (+5 eff.) Mental save: +9 (+1 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +4% Curse of Madness 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 will resonate with other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% * 17% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +3 Cun Changes resistances: +15% mind / +6% cold Changes resistances penetration: +7% mind Changes damage: +10% mind Critical mult.: +19.00% Knockback immunity: +5% Psi when hit: +2.10 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +13% Curse of Misfortune 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. |
![]() living mindstar of flames (Shrouds) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 18 fire Changes resistances: +17% fire Changes resistances penetration: +12% fire Changes damage: +20% fire Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of frost (Shrouds) (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 12 ice Changes resistances: +10% cold Changes resistances penetration: +13% cold Changes damage: +11% cold Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds 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 arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% 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: * disrupts spell-casting Damage against: +15% Unnatural When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses 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 arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% 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: * disrupts spell-casting Damage against: +23% Unnatural When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of persecution (Misfortune) (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% 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: * disrupts spell-casting Damage against: +13% Unnatural When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of sand (Corpses) (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 physical Changes resistances: +12% physical Changes resistances penetration: +17% physical Changes damage: +18% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of sand (Corpses) (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 physical Changes resistances: +14% physical Changes resistances penetration: +17% physical Changes damage: +15% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of storms (Corpses) (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning Changes stats: +3 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +10% lightning Changes resistances penetration: +13% lightning Changes damage: +7% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses 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. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * Slows global speed by 17% * 15% chance to corrode armour by 30% Burst (radius 2) on crit: +0 acid blind When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +8% lightning Changes resistances penetration: +17% lightning Changes damage: +12% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses 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. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * Slows global speed by 17% * 15% chance to corrode armour by 30% Burst (radius 2) on crit: +0 nature slow When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +8% lightning Changes resistances penetration: +17% lightning Changes damage: +12% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mitotic pulsing mindstar of sand (Shrouds) (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 12.0 - 13.2 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +10.5% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 12% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 14 physical Changes resistances: +8% physical Changes resistances penetration: +14% physical Changes damage: +16% physical Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds 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. |
![]() nature's living mindstar of life (Misfortune) (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% 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: Changes resistances: +6% blight Changes damage: +6% nature Disease immunity: +22% Life regen: +1.90 Maximum life: +39.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's living mindstar of venom (Misfortune) (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 90% 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: Damage when hit (Melee): 5 acid Changes resistances: +9% acid / +2% blight Changes resistances penetration: +6% acid Changes damage: +8% acid / +8% nature Disease immunity: +14% Life regen: +0.90 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune 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. |
![]() parasitic pulsing mindstar of sand (Shrouds) (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 physical Changes resistances: +11% physical Changes resistances penetration: +12% physical Changes damage: +11% physical Hate when firing a critical mind attack: +4.00 Maximum hate: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Life leech chance: +9% Life leech: +9% Curse of Shrouds It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() parasitic thorny mindstar of frost (Misfortune) (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural frost should be returned to the wyrm. Base power: 8.5 - 9.4 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 7 ice Changes resistances: +6% cold Changes resistances penetration: +13% cold Changes damage: +8% cold Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Life leech chance: +11% Life leech: +12% Curse of Misfortune 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 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 13.5 - 14.9 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Fatigue: -8% Changes stats: +7 Cun / +4 Dex Changes resistances: +9% temporal Changes damage: +12% temporal Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +14% Light radius: +3 See invisible: +6 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of frost (Corpses) (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 11 ice Changes resistances: +8% cold Changes resistances penetration: +8% cold Changes damage: +16% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses 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. |
![]() purifying living mindstar of life (Nightmares) (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 17.5 - 19.3 Uses stats: 90% 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: Effects when hit in melee: * 14 arcane resource burn Changes resistances: +3% arcane Changes resistances penetration: +6% arcane Changes damage: +6% arcane Life regen: +1.20 Maximum life: +30.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. Curse of Nightmares It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
![]() purifying living mindstar of slime (Corpses) (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 18.0 - 19.8 Uses stats: 90% 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: +0 Effects when hit in melee: * 13 arcane resource burn * Slows global speed by 6% Changes resistances: +7% arcane Changes resistances penetration: +7% arcane Changes damage: +4% arcane / +9% nature Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. Curse of Corpses It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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 arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Base power: 16.5 - 18.2 Uses stats: 90% 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: Effects when hit in melee: * 13 arcane resource burn Damage when hit (Melee): 18 lightning Changes stats: +2 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +9% lightning / +5% arcane Changes resistances penetration: +17% lightning / +7% arcane Changes damage: +10% lightning / +7% arcane Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. Curse of Shrouds It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating living mindstar of sand (Nightmares) (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 physical Changes resistances: +6% mind / +10% physical Changes resistances penetration: +5% mind / +15% physical Changes damage: +6% mind / +15% physical Psi when hit: +2.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +14% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating pulsing mindstar of storms (Corpses) (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 12.0 - 13.2 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 lightning Changes stats: +3 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +16% lightning / +3% mind Changes resistances penetration: +13% lightning / +6% mind Changes damage: +14% lightning / +6% mind Psi when hit: +1.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +19% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating thorny mindstar of venom (Madness) (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 8.5 - 9.4 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 acid Changes resistances: +5% mind / +10% acid Changes resistances penetration: +5% mind / +4% acid Changes damage: +5% mind / +11% acid Life regen: +1.10 Psi when hit: +1.20 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +5% Curse of Madness 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. |
![]() summoner's living mindstar of clarity (Nightmares) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 16.5 - 18.2 Uses stats: 90% 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: Mental save: +5 (+1 eff.) Maximum psi: +45.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +7% Curse of Nightmares 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. |
![]() summoner's vined mindstar (Madness) (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar summons a caller. Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +7 (+2 eff.) Mental crit. chance: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar 'Doursmasher' (Shrouds) (7-7.7 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural lightning should be returned to the wyrm. Base power: 7.0 - 7.7 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 10 lightning Changes stats: +3 Str / +2 Dex / +2 Mag / +1 Wil / +5 Cun / +2 Con Changes resistances: +9% lightning / +7% mind Changes resistances penetration: +10% lightning / +20% darkness Changes damage: +18% lightning Critical mult.: +10.00% Mental save: +5 (+1 eff.) Maximum psi: +21.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() vined mindstar 'Gloryvea' (Corpses) (4-4.4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% When wielded/worn: Armour: +12 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +11% darkness / +15% mind Changes resistances penetration: +11% darkness / +20% mind Changes damage: +11% darkness / +12% acid Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +15% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wrathful living mindstar of frost (Madness) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural frost should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% 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: +9 Damage when hit (Melee): 10 ice Changes resistances: +16% cold Changes resistances penetration: +5% cold Changes damage: +7% cold Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +13% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wrathful mossy mindstar (Misfortune) (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 2.5 - 2.8 Uses stats: 70% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +5% Curse of Misfortune 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 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +3.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +7% Curse of Corpses 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 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% darkness Changes resistances penetration: +11% darkness Changes damage: +7% darkness Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +16% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +10% Curse of Madness 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 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% darkness Changes resistances penetration: +10% darkness Changes damage: +7% darkness Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +15% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum hate: +0.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +10% Curse of Shrouds 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. |
![]() wyrm's living mindstar of balance (Nightmares) (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning / 6 physical / 5 fire / 4 acid / 6 cold Changes resistances: +8% lightning / +5% physical / +6% cold / +4% fire / +6% acid Physical save: +4 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +1.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares 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. |
![]() wyrm's living mindstar of persecution (Madness) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.5 - 18.2 Uses stats: 90% 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: * disrupts spell-casting Damage against: +17% Unnatural When wielded/worn: Damage when hit (Melee): 5 lightning / 8 physical / 7 fire / 2 acid / 5 cold Changes resistances: +8% lightning / +3% physical / +3% cold / +7% fire / +7% acid Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness 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. |
![]() wyrm's living mindstar of storms (Madness) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. The natural wyrm seeks an element. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 18 lightning / 6 physical / 5 fire / 6 acid / 6 cold Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +18% lightning / +8% physical / +4% cold / +8% fire / +7% acid Changes resistances penetration: +19% lightning Changes damage: +14% lightning Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness 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. |
![]() Silekira the hardened leather sling (Misfortune) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +11 (+6 eff.) Physical crit. chance: +5.0% Changes stats: +4 Cun / +3 Dex Changes resistances: +12% blight / +6% temporal / +5% arcane / +9% acid Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() Zysarab the Morningradiance (Corpses) Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 30 arcane resource burn * 14% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +15% darkness / +6% temporal Changes resistances penetration: +15% lightning / +19% physical Changes damage: +32% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Light radius: +2 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() mage-hunter's reinforced leather sling of nature (Corpses) Requires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +13 nature When wielded/worn: Effects on ranged hit: * 13 arcane resource burn Changes stats: +4 Cun / +5 Wil Changes resistances: +2% all Changes resistances penetration: +7% nature Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +9 (+2 eff.) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() penetrating hardened leather sling of true flight (Shrouds) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +7.0% Changes resistances penetration: +13% physical Damage Shield penetration: +31% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() ranger's reinforced leather sling of recursion (Misfortune) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +5 Dex Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() reinforced leather sling 'Belofang' (Shrouds) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +5 Str Changes resistances: +5% arcane Changes damage: +27% mind Mental save: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +4% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() reinforced leather sling 'Nimbusoozer' (Shrouds) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * Slows global speed by 40% When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Str Changes resistances: +6% acid / +6% nature / +5% arcane Changes resistances penetration: +10% lightning / +10% fire Spell save: +9 (+2 eff.) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() Adaretha the Shockfoe (Shrouds) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning Changes damage: +25% fire Grants telepathy: Dragon Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +15.00% Equilibrium when hit: +0.32 Maximum psi: +20.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Aerotokor the Daypassion (Corpses) (10-12 power, 2 apr, physical element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 acid Burst (radius 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 light Changes resistances penetration: +10% light Changes damage: +6% acid / +10% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Dairikalthohek the Splendourwill (Madness) (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 8% chance to blind Changes resistances: +15% temporal / +15% darkness / +18% light Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 47.21 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Drunaritir the Thundervenom (Madness) (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 32 fire Changes stats: +1 Wil Changes resistances penetration: +15% physical Changes damage: +12% mind / +30% physical Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +24 (+4 eff.) Spell crit. chance: +8% See invisible: +15 Curse of Madness It can be used to project a bolt elemental energy from the staff (to range 10) dealing 81.39 to 97.66 physical damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Eclipseoblivion the elven-wood vilestaff (Shrouds) (25-30 power, 5 apr, blight element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 darkness / +16 mind When wielded/worn: Physical crit. chance: +13.0% Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +18.00% Mental save: +30 (+6 eff.) Psi when hit: +0.12 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Falurand the Deepsdash (Corpses) (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 light When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 12 darkness Changes resistances: +15% blight / +6% light / +6% darkness Changes resistances penetration: +15% darkness Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Mana each turn: +0.32 Spellpower: +33 (+5 eff.) Spell crit. chance: +5% Curse of Corpses It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Grinyhek the dragonbone magestaff (Nightmares) (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 30 fire Changes damage: +6% blight / +30% cold / +6% arcane Talent granted: +1 Command Staff Critical mult.: +61.00% Spell save: +30 (+7 eff.) Mana when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +17% See invisible: +19 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Ivumithra the Brightreeve (Corpses) (25-30 power, 5 apr, cold element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil 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: Physical crit. chance: +13.0% Damage when hit (Melee): 16 light Changes resistances: +18% acid Changes resistances penetration: +15% acid Changes damage: +15% acid / +25% cold Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +3 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Leliduyasta (Misfortune) (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Changes stats: +6 Con Changes resistances: +9% cold / +6% light / +6% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +17.00% Spell save: +9 (+2 eff.) Life regen: +1.40 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Healing mod.: +27% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Nighttaint (Madness) (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 fire / +12 temporal Burst (radius 2) on crit: +4 darkness When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Changes stats: +12 Mag / +13 Cun / +15 Con Maximum wards: +3 light Changes resistances penetration: +10% temporal Changes damage: +30% light / +3% temporal Talents granted: +4 Ward +1 Command Staff Critical mult.: +46.00% Vim when firing critical spell: +14.00 Maximum vim: +78.00 Maximum neg.energy: +87.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() Polyvea the elven-wood starstaff (Nightmares) (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil 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: Defense: +22 (+7 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 17% chance to blind Changes stats: +5 Str Changes resistances: +5% arcane Changes damage: +25% temporal Grants telepathy: Dragon Talent granted: +1 Command Staff Spell save: +12 (+3 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +5 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 35.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+5 eff.) Spell crit. chance: +14% Curse of Misfortune This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() Shinefear the elven-wood magestaff (Shrouds) (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil 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: * 40% chance to corrode armour by 30% Damage (Melee): +16 acid / +8 light When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 47% chance to blind * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes damage: +31% lightning / +6% acid Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +5 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 35.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Urthydunadas the elven-wood vilestaff (Corpses) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil 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: Physical crit. chance: +13.0% Armour: +10 Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% cold Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +18.00% Poison immunity: +25% Silence immunity: +20% Pinning immunity: +10% Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Xyletha (Shrouds) (20-24 power, 4 apr, physical element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 13% chance to blind Changes stats: +4 Cun / +2 Dex Changes resistances: +15% blight Changes damage: +20% physical Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Physical save: +20 (+5 eff.) Spell save: +30 (+7 eff.) Blindness immunity: +20% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 47.21 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() ash starstaff 'Glarezephyr' (Corpses) (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 40% chance to blind * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 lightning Changes resistances penetration: +15% acid Changes damage: +6% lightning / +15% darkness / +18% light Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +4 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 35.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() ash starstaff of wizardry (Shrouds) (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes damage: +15% light Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() ash vilestaff of blasting (Nightmares) (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +8% Curse of Nightmares It can be used to unleash an elemental blastwave, dealing 65.73 to 78.88 darkness damage in a radius 3 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone starstaff 'Dawnfurnace' (Misfortune) (39-46.8 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 39.0 - 46.8 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 30% chance to blind Damage (Melee): 37 arcane Damage when hit (Melee): 4 acid Changes resistances: +6% light / +3% acid Changes damage: +39% darkness / +6% acid Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +97.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +5% Light radius: +2 Curse of Misfortune It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() earthen elven-wood magestaff of breaching (Corpses) (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil 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: +7% Changes resistances penetration: +12% arcane Changes damage: +25% arcane Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood starstaff 'Adith' (Nightmares) (25-30 power, 5 apr, physical element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil 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: * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +24 mind When wielded/worn: Defense: +12 (+4 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +6 Cun Changes damage: +15% mind / +25% physical Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +5 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 35.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood vilestaff of channeling (Nightmares) (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil 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: Damage (Melee): 18 fire Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +22.00% Mana each turn: +0.26 Spellpower: +29 (+5 eff.) Spell crit. chance: +4% See invisible: +13 Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal yew vilestaff of wizardry (Misfortune) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes stats: +3 Mag / +3 Wil Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Maximum mana: +42.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +3% See invisible: +8 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding elm vilestaff (Madness) (10-12 power, 2 apr, acid element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Con Changes damage: +10% acid Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Healing mod.: +13% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elven-wood magestaff of channeling (Shrouds) (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil 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: Physical crit. chance: +11.0% Damage (Melee): 23 arcane Changes damage: +25% cold Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +58.00 Spellpower: +31 (+5 eff.) Spell crit. chance: +4% Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short elven-wood starstaff of greater warding (Nightmares) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Armour: +9 Defense: +7 (+2 eff.) Maximum wards: +3 darkness Changes damage: +25% darkness Talents granted: +3 Ward +1 Command Staff Critical mult.: +10.00% Spellpower: +20 (+3 eff.) Spell crit. chance: +7% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short elven-wood vilestaff (Corpses) (25-30 power, 5 apr, blight element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +18 (+3 eff.) Spell crit. chance: +7% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood magestaff of fate (Nightmares) (31-37.2 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% lightning Talent granted: +1 Command Staff Physical save: +11 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Spellpower: +16 (+3 eff.) Spell crit. chance: +9% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood vilestaff of power (Misfortune) (29-34.8 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 29.0 - 34.8 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +29% fire Talent granted: +1 Command Staff Spellpower: +27 (+4 eff.) Spell crit. chance: +4% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() potent yew starstaff of projection (Misfortune) (24-28.8 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% temporal Talent granted: +1 Command Staff Spellpower: +17 (+3 eff.) Spell crit. chance: +6% Curse of Misfortune It can be used to project a bolt elemental energy from the staff (to range 8) dealing 75.73 to 90.87 temporal damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() short elven-wood starstaff of illumination (Madness) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 10% chance to blind Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +5 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 47.21 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's yew starstaff of breaching (Shrouds) (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +9% temporal Changes resistances penetration: +10% light Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Defense after a teleport: +12 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% Reduces paradox anomalies(equivalent to willpower): +15 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff 'Undeathorder' (Nightmares) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 fire Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Damage (Melee): 15 fire Changes stats: +3 Mag / +1 Wil Changes resistances: +3% fire Changes resistances penetration: +10% nature Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum mana: +41.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +8% See invisible: +11 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff of invocation (Madness) (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +16 (+3 eff.) Spell crit. chance: +3% Curse of Madness It can be used to conjure elemental energy in a radius 6 cone, dealing 71.56 to 85.88 light damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 40% Wil, 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 (+5 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). Curse of Nightmares It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 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 68.56. 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. |
![]() Aeryhir the steel waraxe (Madness) (11.5-16.1 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Changes stats: +5 Mag / +3 Wil / +2 Cun Changes resistances penetration: +8% physical Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) Curse of Madness One-handed war axes. |
![]() Betimina (Madness) (19-26.6 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 19.0 - 26.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +5% arcane Silence immunity: +15% Teleport immunity: +15% Curse of Madness One-handed war axes. |
![]() Branihad the dwarven-steel waraxe (Nightmares) (38-53.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Armour: +6 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex Critical mult.: +12.00% Healing mod.: +10% Curse of Nightmares One-handed war axes. |
![]() Getidar the dwarven-steel waraxe (Misfortune) (21-29.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stats: 40% Wil, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% On weapon crit: * cripple the target Damage (Melee): +8 acid Burst (radius 1) on hit: +20 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 20 acid Changes resistances penetration: +10% acid Curse of Misfortune One-handed war axes. |
![]() Glittervengeance the stralite waraxe (Shrouds) (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to blind * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +12% acid Light radius: +3 Curse of Shrouds One-handed war axes. |
![]() Gloregann the voratun waraxe (Corpses) (52-72.8 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 52.0 - 72.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Damage (Melee): +16 temporal / +17 nature / +12 arcane When wielded/worn: Physical crit. chance: +14.0% Physical power: +10 (+2 eff.) Changes stats: +3 Wil / +1 Mag Changes resistances: +3% temporal Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+0 eff.) Damage Shield penetration: +10% Curse of Corpses One-handed war axes. |
![]() Hariruizor (Nightmares) (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 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: * 45% chance to disease Damage (Melee): +57 blight When wielded/worn: Armour penetration: +14 Fatigue: -4% Changes stats: +3 Wil Changes resistances penetration: +9% physical Changes damage: +11% physical Reduces incoming crit damage: 15.00% Mana each turn: +0.08 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Curse of Nightmares One-handed war axes. |
![]() Ravenquick the voratun waraxe (Misfortune) (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 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: * 19 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +14 darkness Burst (radius 1) on hit: +12 darkness / +12 fire Damage against: +16% Living When wielded/worn: Armour penetration: +15 Changes resistances penetration: +12% physical Changes damage: +9% darkness / +10% physical Curse of Misfortune One-handed war axes. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 40% Wil, 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 Curse of Shrouds 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. |
![]() Runodir (Madness) (31-43.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +10 Changes stats: +3 Dex Changes resistances: +2% physical Physical save: +18 (+5 eff.) Life regen: +0.60 Stamina each turn: +0.60 Curse of Madness One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +18% Living When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +18 Changes resistances: +2% physical Changes resistances penetration: +15% arcane / +28% physical Changes damage: +10% physical Physical save: +15 (+4 eff.) Curse of Misfortune One-handed war axes. |
![]() Umbraworm the dwarven-steel waraxe (Shrouds) (22.5-31.5 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stats: 40% Wil, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 nature / +14 temporal Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +12 darkness When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Changes resistances: +6% lightning Changes resistances penetration: +15% lightning / +20% darkness Curse of Shrouds One-handed war axes. |
![]() acidic stralite waraxe of evisceration (Misfortune) (30.5-42.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing * splashes the target with acid Damage (Melee): +17 acid When wielded/worn: Physical crit. chance: +9.0% Physical power: +11 (+2 eff.) Curse of Misfortune One-handed war axes. |
![]() caustic stralite waraxe (Shrouds) (30-42 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 29% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +5% acid Life regen: +0.60 Curse of Shrouds One-handed war axes. |
![]() elemental stralite waraxe of evisceration (Corpses) (34-47.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Changes resistances penetration: +15% acid / +12% fire / +13% lightning / +12% cold Curse of Corpses One-handed war axes. |
![]() elemental stralite waraxe of rage (Nightmares) (29.5-41.3 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +12 (+6 eff.) Changes stats: +5 Str Changes resistances penetration: +10% acid / +10% fire / +9% lightning / +11% cold Changes damage: +8% physical Stamina when hit: +1.50 Curse of Nightmares One-handed war axes. |
![]() iron waraxe 'Shockbraze' (Misfortune) (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +16 lightning Burst (radius 1) on hit: +16 fire Damage against: +10% Unnatural When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +10% lightning / +20% fire Changes damage: +9% fire Curse of Misfortune One-handed war axes. |
![]() steel waraxe of rage (Shrouds) (13-18.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +3 Str Changes damage: +7% physical Stamina when hit: +0.80 Curse of Shrouds One-handed war axes. |
![]() stralite waraxe 'Grinaharavor' (Nightmares) (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +7.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +13 nature / +17 temporal When wielded/worn: Accuracy: +20 (+9 eff.) Armour penetration: +13 Armour: +4 Changes stats: +7 Str Changes resistances penetration: +12% physical Changes damage: +12% physical Critical mult.: +6.00% Stamina when hit: +2.10 Curse of Nightmares One-handed war axes. |
![]() stralite waraxe 'Helltouch' (Madness) (30.5-42.7 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 2) on crit: +16 physical When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +2.0% Changes stats: +3 Str Changes resistances: +6% fire / +8% all Changes resistances penetration: +13% nature / +20% fire Maximum life: +30.00 Curse of Madness One-handed war axes. |
![]() thunderous steel waraxe of shearing (Corpses) (12.5-17.5 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 17% chance to daze at end of turn When wielded/worn: Armour penetration: +7 Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning / +7% physical Changes damage: +8% physical Curse of Corpses One-handed war axes. |
![]() Hydra's Bite (Nightmares) (56-61.6 power, 7 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stats: 40% Wil, 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning Curse of Nightmares This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() Dayraze (Misfortune) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +13 (+4 eff.) Damage when hit (Melee): 16 mind / 4 light Changes resistances: +9% light Changes damage: +6% darkness Physical save: +28 (+7 eff.) Mental save: +14 (+2 eff.) Spellpower: +9 (+1 eff.) Mindpower: +10 (+2 eff.) Curse of Misfortune A belt that goes around your waist. |
![]() 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% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
![]() Jetseam (Nightmares) Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes stats: +1 Cun Changes resistances: +13% fire / +12% cold Changes damage: +6% darkness Reduced damage from: +34% Summoned Grants telepathy: Demon/Minor Demon/Major Spell save: +15 (+3 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
![]() Magmaward (Shrouds) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 20 fire Changes resistances penetration: +25% fire Changes damage: +18% darkness / +24% fire Stealth bonus: +10 Curse of Shrouds A belt that goes around your waist. |
![]() Mighty Girdle (Nightmares) 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 Curse of Nightmares 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. |
![]() Poraldathra the Phoenixspawner (Corpses) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +25 (+8 eff.) Fatigue: -6% Changes resistances: +15% acid / +6% fire / +15% blight Changes resistances penetration: +20% fire Stealth bonus: +11 Physical save: +15 (+4 eff.) See invisible: +12 Curse of Corpses A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Reduced damage from: +18% Summoned Spell save: +9 (+2 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
![]() noble's hardened leather belt of transcendence (Nightmares) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Reduced damage from: +28% Summoned Physical save: +6 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Nightmares A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +18 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +5 Wil / +4 Cun / +4 Con Life regen: +0.60 Mental crit. chance: +6% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Airrain (Corpses) (1 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+0 eff.) Changes stats: +1 Wil Changes resistances: +13% cold Changes resistances penetration: +10% lightning Changes damage: +15% lightning Critical mult.: +25.00% Mental save: +20 (+4 eff.) Hate when firing a critical mind attack: +2.00 Curse of Corpses 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 Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +5 Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Dex / +2 Mag / +5 Wil / +10 Cun Changes resistances: +3% temporal Physical save: +12 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +11 (+2 eff.) Only die when reaching: -50.00 life Mental crit. chance: +8% Infravision radius: +1 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Chargebender (Madness) (3 def, 9 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Changes stats: +3 Str / +4 Dex / +2 Mag Changes resistances: +22% cold / +45% darkness / +51% temporal Changes damage: +6% lightning Grants telepathy: Demon/Minor Demon/Major See invisible: +6 Defense after a teleport: +52 Resist all after a teleport: +27% New effects duration reduction after a teleport: +53% Curse of Madness 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 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Wind's Whisper (Madness) (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() enveloping cashmere cloak of mindcraft (Misfortune) (13 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +4 Cun / +4 Wil Physical save: +8 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune 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. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +15% fire / +18% light / +23% darkness Changes resistances penetration: +19% darkness Changes damage: +18% darkness Stealth bonus: +27 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() spellcowled linen cloak of backstabbing (Corpses) (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +5 Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil Critical mult.: +12.00% Stealth bonus: +6 Spell save: +6 (+1 eff.) Maximum mana: +46.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick linen cloak of mindcraft (Shrouds) (1 def, 6 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +12% cold Mental crit. chance: +5% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Amazilarim the cashmere robe (Misfortune) (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Effects when hit in melee: * Slows global speed by 8% * 8 arcane resource burn Changes resistances: +15% nature / +5% physical / +9% light / +15% fire Maximum stamina: +10.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Arcsear (Misfortune) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 30% chance to daze at end of turn Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +13% lightning / +19% cold / +24% fire / +15% blight Changes damage: +17% lightning / +13% physical / +15% cold Spell save: +12 (+3 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Belura the Infernoprophet (Misfortune) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances penetration: +10% fire Changes damage: +6% mind Grants telepathy: Dragon Critical mult.: +25.00% Mana each turn: +0.34 Psi each turn: +0.34 Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +50 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). Curse of Shrouds A silk robe, darker than the darkest night sky, it radiates power. |
![]() Bregerain the Lightningpulverizer (Madness) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 darkness Changes resistances: +27% lightning / +27% cold Changes resistances penetration: +10% darkness Changes damage: +21% lightning / +18% cold Curse of Madness 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 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +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 (+4 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). Curse of Madness 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. |
![]() Eilinavea the woollen robe (Misfortune) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +21% cold Changes damage: +12% mind / +14% cold Grants telepathy: Dragon Critical mult.: +25.00% Mental save: +15 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Manulen (Corpses) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Cun Changes resistances: +12% lightning / +15% temporal / +9% darkness / +6% blight / +9% fire / +18% mind Changes damage: +18% mind Mental crit. chance: +3% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Salura (Misfortune) (9 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Changes stats: +2 Cun Changes resistances: +17% blight / +28% cold / +6% temporal Changes damage: +19% cold Grants telepathy: Demon/Minor Demon/Major Physical save: +24 (+6 eff.) Life regen: +5.40 Maximum life: +64.00 See invisible: +3 Healing mod.: +18% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune 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 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 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 (+4 eff.) Curse of Corpses It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 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 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 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. Curse of Corpses 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. |
![]() Zuboyana (Nightmares) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6% blight / +12% fire / +15% temporal Physical save: +30 (+7 eff.) Mental save: +18 (+3 eff.) Poison immunity: +20% Confusion immunity: +20% Only die when reaching: -80.00 life Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient silk robe of power (Shrouds) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag Changes resistances penetration: +9% temporal / +9% physical Changes damage: +12% physical / +12% temporal / +13% all Spellpower: +14 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +13 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of life (Corpses) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% blight Life regen: +3.00 Maximum life: +52.00 Healing mod.: +12% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's silk robe of Angolwen (Nightmares) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +14% mind / +15% darkness Physical save: +15 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +29 (+5 eff.) Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe 'Xata' (Madness) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +9 Mag / +9 Cun / +1 Con Changes resistances penetration: +11% temporal / +9% physical Changes damage: +18% light / +16% temporal / +14% darkness / +17% physical Critical mult.: +15.00% Spell save: +26 (+6 eff.) Spellpower: +13 (+2 eff.) Spell crit. chance: +13% Light radius: +2 Reduces paradox anomalies(equivalent to willpower): +14 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven elven-silk robe of life (Misfortune) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +7% blight Changes resistances penetration: +13% darkness / +13% physical Changes damage: +14% darkness / +8% physical Life regen: +4.40 Maximum life: +77.00 Maximum hate: +5.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Healing mod.: +26% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing elven-silk robe of life (Shrouds) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances: +13% blight Life regen: +4.60 Mana each turn: +0.26 Psi each turn: +0.31 Maximum life: +56.00 Healing mod.: +22% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing elven-silk robe of the mountain (+12%) (Shrouds) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +12% physical Changes damage: +12% physical Mana each turn: +0.20 Psi each turn: +0.31 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() psion's elven-silk robe of life (Madness) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +6% blight Changes resistances penetration: +15% mind Changes damage: +19% mind Life regen: +3.60 Psi each turn: +0.53 Maximum life: +65.00 Maximum psi: +25.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Healing mod.: +30% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe 'Armolach' (Misfortune) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +10 Dex / +5 Mag / +6 Con Changes resistances: +17% mind Changes damage: +26% mind Psi when hit: +0.16 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy elven-silk robe of life (Madness) (5 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects when hit in melee: * Slows global speed by 4% * 8 arcane resource burn Changes resistances: +15% blight Life regen: +2.70 Maximum life: +68.00 Healing mod.: +20% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy elven-silk robe of the mountain (+13%) (Corpses) (5 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects when hit in melee: * Slows global speed by 4% * 7 arcane resource burn Changes resistances: +13% physical Changes damage: +13% physical Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy silk robe of life (Misfortune) (3 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects when hit in melee: * Slows global speed by 6% * 6 arcane resource burn Changes resistances: +12% blight Life regen: +3.40 Maximum life: +40.00 Healing mod.: +18% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's silk robe of alchemy (Nightmares) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Cun Changes resistances: +17% acid / +11% physical / +14% fire / +14% cold Changes damage: +10% acid / +6% physical / +15% light / +9% fire / +9% darkness / +12% cold Talent cooldown: Refit Golem (-3 turns) Spellpower: +9 (+1 eff.) Spell crit. chance: +7% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of life (Shrouds) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Str / +5 Mag / +6 Wil Changes resistances: +7% blight / +10% cold / +10% lightning Changes damage: +13% lightning / +10% physical / +11% cold Life regen: +3.00 Maximum life: +42.00 Healing mod.: +26% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's elven-silk robe of life (Nightmares) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Cun Changes resistances: +12% blight Critical mult.: +16.00% Life regen: +3.10 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum life: +65.00 Healing mod.: +16% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's elven-silk robe of life (Shrouds) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +7 Cun Changes resistances: +13% blight Critical mult.: +15.00% Life regen: +5.00 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +3.00 Maximum life: +90.00 Healing mod.: +26% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of frost (+24%) (Madness) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Con Changes resistances: +24% cold Changes damage: +5% nature / +16% cold Poison immunity: +49% Disease immunity: +48% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of life (Madness) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +10 Con Changes resistances: +12% blight Changes damage: +13% nature Poison immunity: +32% Disease immunity: +43% Life regen: +4.40 Maximum life: +74.00 Healing mod.: +11% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of lightning (+24%) (Madness) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Con Changes resistances: +24% lightning Changes damage: +13% nature / +16% lightning Poison immunity: +35% Disease immunity: +36% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant linen robe of life (Madness) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Con Changes resistances: +5% blight Changes damage: +8% nature Poison immunity: +25% Disease immunity: +23% Life regen: +2.40 Maximum life: +47.00 Healing mod.: +13% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe of life (Misfortune) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Con Changes resistances: +8% blight Changes damage: +11% nature Poison immunity: +31% Disease immunity: +31% Life regen: +1.90 Maximum life: +53.00 Healing mod.: +24% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Curebane (Misfortune) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +15% nature / +15% mind Changes resistances penetration: +15% nature / +20% mind Stamina each turn: +0.50 Maximum stamina: +15.00 Curse of Misfortune A pair of boots made of leather. |
![]() Earurofang (Corpses) (6 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +3 Str / +2 Wil / +3 Con Changes resistances: +15% temporal Grants telepathy: Humanoid/Orc Blindness immunity: +20% Disarm immunity: +35% See invisible: +6 Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Eryndil the Serpentclamor (Madness) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 nature Changes stats: +2 Cun / +2 Con Changes resistances: +6% acid Changes resistances penetration: +25% acid Changes damage: +15% nature / +18% acid Physical save: +13 (+4 eff.) Mental save: +13 (+2 eff.) Curse of Madness A pair of boots made of leather. |
![]() Hettuyon the Hellsspike (Madness) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes resistances: +15% mind Changes resistances penetration: +20% mind / +25% fire Changes damage: +6% mind / +9% fire Maximum encumbrance: +38 Physical save: +10 (+3 eff.) Curse of Madness 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. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 30% chance to blind Changes stats: +8 Str / +3 Wil / +8 Con Changes resistances penetration: +15% light Changes damage: +6% light / +9% physical Mental save: +30 (+6 eff.) Maximum hate: +6.00 Size category: +1 Curse of Corpses It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Swampsweep the pair of rough leather boots (Misfortune) (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil / +4 Cun / +2 Con Changes resistances: +9% nature / +9% lightning Spell save: +12 (+3 eff.) Stamina each turn: +0.40 Maximum life: +36.00 Infravision radius: +3 Movement speed: +10% Curse of Misfortune A pair of boots made of leather. |
![]() Voruvena the pair of voratun boots (Nightmares) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes resistances: +6% cold / +39% temporal / +26% darkness / +3% light Changes resistances penetration: +17% darkness / +15% temporal Stun/Freeze immunity: +20% Spellpower: +5 (+1 eff.) Defense after a teleport: +22 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Weepbloom (Misfortune) (0 def, 13 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +13 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Con / +6 Wil Changes resistances penetration: +10% acid / +21% physical Changes damage: +30% nature Mindpower: +6 (+1 eff.) Infravision radius: +3 Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of drakeskin leather boots 'Duvodor' (Corpses) (0 def, 12 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Effects on melee hit: * 20% chance to disease Changes stats: +10 Str / +11 Con Changes resistances penetration: +20% temporal Changes damage: +9% physical Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Life regen: +5.10 Infravision radius: +3 Healing mod.: +23% Size category: +1 Curse of Corpses It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() pair of drakeskin leather boots 'Koreharayachak' (Shrouds) (0 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -2% Changes stats: +5 Mag Changes resistances: +9% acid / +6% fire Changes damage: +12% acid Maximum encumbrance: +29 Physical save: +11 (+3 eff.) Spell save: +15 (+3 eff.) Stun/Freeze immunity: +15% Lowers spell cool-downs by: 10% Infravision radius: +3 Curse of Shrouds A pair of boots made of leather. |
![]() traveler's pair of dwarven-steel boots of tirelessness (Madness) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Maximum encumbrance: +33 Physical save: +9 (+3 eff.) Stamina each turn: +0.50 Maximum stamina: +15.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() undeterred pair of dwarven-steel boots of spellbinding (Misfortune) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag Spell save: +3 (+0 eff.) Silence immunity: +32% Confusion immunity: +32% Stun/Freeze immunity: +29% Lowers spell cool-downs by: 10% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Duatheljustice (Misfortune) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+10 eff.) Armour: +3 Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 20 light / 30 mind / 38 darkness Damage when hit (Melee): 12 blight Changes stats: +4 Dex Changes resistances: +12% light Changes damage: +7% light / +12% blight Mental save: -8 (-2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Mindpower: +9 (+2 eff.) Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 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 42% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 (+3 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.) Curse of Shrouds It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 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. |
![]() Nightwitch the hardened leather gloves (Corpses) (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes damage: +9% darkness Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Mental save: +30 (+6 eff.) Life regen: +2.40 Stamina each turn: +1.40 Maximum stamina: +23.00 Maximum psi: +30.00 Mindpower: +2 (+1 eff.) Curse of Corpses 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 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 Curse of Nightmares It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 229.90 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() Stone Gauntlets of Harkor'Zun (Nightmares) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Curse of Nightmares 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Curse of Nightmares It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 444.21 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() brawler's voratun gauntlets of butchering (Shrouds) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Armour: +3 Changes stats: +3 Str / +4 Dex / +4 Cun Changes resistances: +12% blight Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+3 eff.) Spell save: +21 (+5 eff.) Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's voratun gauntlets of the verdant (Shrouds) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +3 Str / +4 Dex / +4 Cun Changes resistances: +15% blight / +10% darkness / +12% arcane Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Spell save: +15 (+3 eff.) Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cinder drakeskin leather gloves of the juggernaut (Madness) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 10 fire Changes stats: +5 Con Changes resistances: +8% fire Changes damage: +9% fire Physical save: +16 (+4 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +35% Activating this item is instant. Curse of Madness It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic dwarven-steel gauntlets of regeneration (Madness) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Mental save: +8 (+1 eff.) Life regen: +3.30 Stamina each turn: +0.60 Psi each turn: +0.20 Maximum life: +61.00 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic rough leather gloves of the nighthunter (Shrouds) (0 def, 5 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +5 Changes stats: +2 Cun Changes resistances: +7% darkness Mental save: +6 (+1 eff.) Maximum life: +42.00 Infravision radius: +2 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic voratun gauntlets of strength (+4) (Misfortune) (0 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +8 Changes stats: +4 Str Mental save: +14 (+2 eff.) Maximum life: +51.00 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() psychic's voratun gauntlets of strength (+4) (Shrouds) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +3 Damage (Melee): 12 mind Changes stats: +4 Str Changes resistances: +9% mind Changes damage: +7% mind Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful voratun gauntlets of the juggernaut (Shrouds) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +2 Con Physical save: +17 (+5 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +20% Life regen: +2.70 Stamina each turn: +1.20 Maximum stamina: +30.00 Activating this item is instant. Curse of Shrouds It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() rough leather gloves 'Demonrock' (Misfortune) (0 def, 7 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 7 physical Changes resistances: +12% blight / +6% light / +5% arcane Changes damage: +6% darkness / +5% physical Spell save: +18 (+4 eff.) Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring hardened leather gloves of strength (+4) (Nightmares) (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +2 Effects when hit in melee: * 20% chance to reduce effective powers by 20% * 17 arcane resource burn Changes stats: +4 Str Spell save: +15 (+3 eff.) Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring voratun gauntlets of archery (Madness) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +11 Armour: +3 Effects when hit in melee: * 32% chance to reduce effective powers by 20% * 20 arcane resource burn Changes stats: +9 Cun / +6 Dex Spell save: +15 (+3 eff.) Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring voratun gauntlets of regeneration (Misfortune) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 23% chance to reduce effective powers by 20% * 22 arcane resource burn Spell save: +21 (+5 eff.) Life regen: +2.00 Stamina each turn: +0.80 Psi each turn: +0.22 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() steady voratun gauntlets of the nighthunter (Madness) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+9 eff.) Armour: +3 Changes stats: +2 Cun Changes resistances: +5% darkness Physical save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +28% Infravision radius: +1 Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Aletta's Diadem (Madness) (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Curse of Madness It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 215.88 mind damage and cripples the target's higher mental functions, reducing cunning by 21 and confusing (37% 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...? |
![]() Blastborn the linen wizard hat (Shrouds) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 darkness Changes stats: +3 Wil Changes resistances: +18% cold Changes damage: +9% lightning / +12% cold Grants telepathy: Demon/Minor Demon/Major Maximum hate: +10.00 Mental crit. chance: +3% Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() Decayed Visage (Nightmares) (0 def, 0 armour) Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +3 Mag / +9 Wil / +3 Cun Changes resistances: +3% acid Changes damage: +26% blight / +8% arcane Physical save: +10 (+3 eff.) Silence immunity: +15% Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Curse of Nightmares It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 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 5%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() Dragon-helm of Kroltar (Misfortune) (5 def, 9 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 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 Curse of Misfortune It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 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 265.97 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. |
![]() Eilinarin the drakeskin leather cap (Madness) (9 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +5 Defense: +9 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Str / +1 Dex / +8 Cun Changes resistances: +3% physical Changes damage: +12% physical Stamina when hit: +3.00 Equilibrium when hit: +2.90 Healing mod.: +15% Curse of Madness A cap made of leather. |
![]() Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Misfortune It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. This item has been sent to the Item's Vault. |
![]() Gobar the cashmere wizard hat (Misfortune) (2 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes resistances: +24% lightning / +15% fire / +12% darkness / +9% acid Changes damage: +16% lightning Blindness immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +10% Light radius: +3 Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +9 Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +5 Dex / +4 Cun / +12 Con Changes resistances: +12% acid / +11% fire / +11% lightning / +10% cold Physical save: +12 (+3 eff.) Maximum stamina: +15.00 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Malegas the dwarven-steel helm (Nightmares) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Dex / +4 Mag / +4 Cun Grants telepathy: Dragon Mental save: +6 (+1 eff.) Psi when hit: +0.16 Mental crit. chance: +5% Infravision radius: +2 See invisible: +9 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Nimbustooth the hardened leather cap (Nightmares) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 darkness Changes resistances: +26% lightning / +11% temporal Changes resistances penetration: +10% lightning Curse of Nightmares A cap made of leather. |
![]() Shimmerquell (Shrouds) (9 def, 9 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +9 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Changes stats: +7 Str / +3 Con Changes resistances: +21% lightning / +12% light / +12% darkness Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Xanyra (Corpses) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +2 Mag / +14 Wil / +5 Cun / +5 Con Changes resistances: +9% blight Mental save: +15 (+3 eff.) Mana when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Mindpower: +5 (+1 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Xerarekira the Glintbreeze (Corpses) (0 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: -10% Changes stats: +3 Str / +3 Mag Changes resistances: +15% light Reduces incoming crit damage: 15.00% Infravision radius: +3 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Zerelach the Mucuscrypt (Madness) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 nature Changes stats: +3 Str / +3 Con Changes resistances: +15% nature Changes resistances penetration: +15% fire / +20% light / +10% nature Changes damage: +6% light Curse of Madness A cap made of leather. |
![]() augmenting cashmere wizard hat of arcana (Nightmares) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes damage: +8% acid / +6% lightning / +9% cold / +7% arcane / +8% fire Spellpower: +4 (+1 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() bladed drakeskin leather cap (Misfortune) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +3 Str Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1549.3 Physical damage. If the attack hits, the target is confused (34% 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. |
![]() catburglar's voratun helm (Shrouds) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Dex Changes resistances: +17% darkness Infravision radius: +4 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() drakeskin leather cap 'Bleakgrit' (Misfortune) (9 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+6 eff.) Physical power: +5 (+1 eff.) Armour: +5 Defense: +9 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +7 Wil / +10 Cun / +5 Con Changes resistances: +7% blight / +9% mind / +3% darkness Changes resistances penetration: +10% arcane / +15% mind Changes damage: +3% darkness Mental save: +12 (+2 eff.) Curse of Misfortune A cap made of leather. |
![]() drakeskin leather cap of the bounder (Misfortune) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +7 Dex Curse of Misfortune A cap made of leather. |
![]() eldritch cashmere wizard hat of light (+18%) (Shrouds) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% light Changes damage: +12% light Mana each turn: +1.30 Mana when hit: +1.90 Maximum mana: +60.00 Spellpower: +8 (+1 eff.) Curse of Shrouds It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() elven-silk wizard hat 'Emudarethra' (Corpses) (3 def, 5 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Wil / +4 Con Changes resistances: +12% fire / +12% cold Changes resistances penetration: +10% mind Changes damage: +9% mind / +6% temporal Physical save: +10 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 56.07 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() elven-silk wizard hat of madness (Misfortune) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +6 Wil Mental save: +19 (+3 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +5% Curse of Misfortune It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 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 323 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() grounding dwarven-steel helm of constitution (+4) (Misfortune) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +8% lightning / +9% temporal Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() grounding dwarven-steel helm of ire (Nightmares) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Con Changes resistances: +8% lightning / +10% temporal Physical save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Curse of Nightmares It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() hardened leather cap of might (Nightmares) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Con Curse of Nightmares A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% fire / +20% cold Allows you to breathe in: water Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() linen wizard hat 'Xeraretha' (Corpses) (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Dex / +8 Mag / +9 Wil / +4 Cun Changes damage: +15% acid Mental save: +7 (+1 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
![]() psion's elven-silk wizard hat of fire (+10%) (Nightmares) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% mind / +19% fire Changes damage: +11% mind / +13% fire Physical save: +12 (+3 eff.) Mental save: +20 (+4 eff.) Maximum psi: +36.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() thaloren iron helm of knowledge (Corpses) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +6 Wil Changes resistances: +6% blight Mental save: +6 (+1 eff.) Mindpower: +4 (+1 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() voratun helm 'Brightpunish' (Madness) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str / +12 Dex / +4 Cun / +4 Con Changes resistances: +15% blight / +30% darkness / -30% light Changes resistances penetration: +10% light / +15% fire Changes damage: +6% fire Spell save: +14 (+3 eff.) Mental save: +15 (+3 eff.) Life regen: +3.50 Light radius: +3 Infravision radius: +7 Activating this item is instant. Curse of Madness It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() warlord's drakeskin leather cap of ire (Corpses) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +8 Str / +5 Wil / +3 Con Changes resistances: +9% physical Physical save: +22 (+6 eff.) Mental save: +8 (+1 eff.) Curse of Corpses It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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. |
![]() warlord's dwarven-steel helm (Madness) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +5 Wil Changes resistances: +7% physical Physical save: +11 (+3 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() warlord's dwarven-steel helm of constitution (+5) (Corpses) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +5 Wil / +6 Con Changes resistances: +9% physical Physical save: +8 (+2 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Aromina the Ravenvault (Misfortune) (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 acid Changes resistances penetration: +15% darkness / +25% acid Changes damage: +18% acid / +6% darkness Maximum life: +50.00 Curse of Misfortune A suit of armour made of mail. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Madness This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() Morbuswrither the stralite mail armour (Nightmares) (4 def, 23 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +23 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes resistances: +12% acid / +6% nature / +15% lightning Changes resistances penetration: +25% nature Changes damage: +9% nature Curse of Nightmares A suit of armour made of mail. |
![]() cleansing dwarven-steel mail armour of stability (Misfortune) (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +16% blight / +7% physical / +15% nature Physical save: +15 (+4 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() cleansing voratun mail armour of natural resilience (Shrouds) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +30% nature / +33% blight Reduced damage from: +10% Unnatural Curse of Shrouds A suit of armour made of mail. |
![]() cleansing voratun mail armour of stability (Madness) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +15% blight / +10% physical / +14% nature Physical save: +18 (+5 eff.) Curse of Madness A suit of armour made of mail. |
![]() dwarven-steel mail armour 'Morbushunger' (Misfortune) (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% acid / +23% fire / +6% nature Changes damage: +30% acid Curse of Misfortune A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of implacability (Shrouds) (3 def, 15 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +6 Cun / +5 Wil Physical save: +10 (+3 eff.) Mental save: +18 (+3 eff.) Curse of Shrouds A suit of armour made of mail. |
![]() enlightening steel mail armour of clarity (Shrouds) (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +4 Cun / +5 Wil Changes resistances: +7% mind Mental save: +28 (+5 eff.) Curse of Shrouds A suit of armour made of mail. |
![]() enlightening stralite mail armour (Corpses) (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +6 Cun / +6 Wil Mental save: +21 (+4 eff.) Curse of Corpses A suit of armour made of mail. |
![]() enlightening voratun mail armour (Corpses) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +7 Cun / +5 Wil Mental save: +17 (+3 eff.) Curse of Corpses A suit of armour made of mail. |
![]() enlightening voratun mail armour (Misfortune) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +6 Cun / +5 Wil Mental save: +18 (+3 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() enlightening voratun mail armour of fire resistance (Corpses) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +8 Cun / +6 Wil Changes resistances: +19% fire Mental save: +18 (+3 eff.) Curse of Corpses A suit of armour made of mail. |
![]() fearforged stralite mail armour of implacability (Madness) (4 def, 16 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +21% Changes stats: +8 Con Changes resistances: +7% fire / -14% light / +11% darkness Physical save: +18 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Curse of Madness A suit of armour made of mail. |
![]() fortifying voratun mail armour (Madness) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +4 Con Maximum life: +71.00 Curse of Madness A suit of armour made of mail. |
![]() fortifying voratun mail armour of acid resistance (Corpses) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +5 Con Changes resistances: +24% acid Maximum life: +100.00 Curse of Corpses A suit of armour made of mail. |
![]() fortifying voratun mail armour of acid resistance (Misfortune) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +4 Con Changes resistances: +17% acid Maximum life: +73.00 Curse of Misfortune A suit of armour made of mail. |
![]() fortifying voratun mail armour of clarity (Madness) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +5 Con Changes resistances: +8% mind Mental save: +18 (+3 eff.) Maximum life: +56.00 Curse of Madness A suit of armour made of mail. |
![]() fortifying voratun mail armour of fire resistance (Shrouds) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +4 Con Changes resistances: +22% fire Maximum life: +69.00 Curse of Shrouds A suit of armour made of mail. |
![]() fortifying voratun mail armour of implacability (Shrouds) (5 def, 16 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +6 Con Physical save: +11 (+3 eff.) Maximum life: +61.00 Curse of Shrouds A suit of armour made of mail. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +5 Con Changes resistances: +16% nature / +17% blight Reduced damage from: +15% Unnatural Maximum life: +72.00 Curse of Corpses A suit of armour made of mail. |
![]() hardened voratun mail armour of the deep (Madness) (5 def, 21 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +19% acid / +7% physical / +9% fire / +9% lightning / +19% cold Allows you to breathe in: water Curse of Madness A suit of armour made of mail. |
![]() impenetrable voratun mail armour of implacability (Nightmares) (5 def, 26 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+2 eff.) Fatigue: +8% Physical save: +14 (+4 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() radiant steel mail armour (Shrouds) (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 7 light Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Light radius: +2 Curse of Shrouds A suit of armour made of mail. |
![]() radiant stralite mail armour (Nightmares) (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 5 light Changes stats: +4 Wil Changes resistances: +19% blight / +19% darkness Light radius: +2 Curse of Nightmares A suit of armour made of mail. |
![]() radiant voratun mail armour (Madness) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +6 Wil Changes resistances: +18% blight / +21% darkness Light radius: +2 Curse of Madness A suit of armour made of mail. |
![]() radiant voratun mail armour of Eyal (Corpses) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +18% blight / +23% darkness Life regen: +3.60 Maximum life: +48.00 Light radius: +2 Healing mod.: +20% Curse of Corpses A suit of armour made of mail. |
![]() radiant voratun mail armour of natural resilience (Corpses) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +28% blight / +21% darkness / +18% nature Reduced damage from: +11% Unnatural Light radius: +1 Curse of Corpses A suit of armour made of mail. |
![]() steel mail armour of natural resilience (Corpses) (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +14% nature / +13% blight Reduced damage from: +7% Unnatural Curse of Corpses A suit of armour made of mail. |
![]() voratun mail armour of implacability (Nightmares) (5 def, 17 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +9% Physical save: +12 (+3 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() voratun mail armour of the deep (Corpses) (5 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +13 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +10% acid / +10% cold Allows you to breathe in: water Curse of Corpses A suit of armour made of mail. |
![]() Behemoth Hide (Shrouds) (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 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 Curse of Shrouds A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 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 (+2 eff.) Curse of Madness It can be used to turn yourself invisible (power 30, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() Eel-skin armour (Madness) (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Madness It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 107.38 to 322.14 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() Mayedhena (Shrouds) (5 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +6% Changes stats: +3 Dex Changes resistances penetration: +10% mind Critical mult.: +25.00% Psi when hit: +0.20 Mindpower: +6 (+1 eff.) Mental crit. chance: +9% Movement speed: +20% Curse of Shrouds A suit of armour made of leather. |
![]() Nature's Blessing (Madness) (8 def, 6 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Ranged Defense: +4 (+2 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 (+4 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Madness 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 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +8 Str Changes resistances: +9% temporal / +12% physical / +20% darkness / +30% fire Changes damage: +6% temporal Life regen: +8.40 Maximum life: +53.00 Light radius: +1 Healing mod.: +20% Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Rogue Plight (Misfortune) (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Misfortune No rogue blades shall incapacitate the wearer of this armour. |
![]() Salynn the drakeskin leather armour (Misfortune) (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 9 darkness Changes resistances: +56% lightning / +24% temporal / +19% darkness Physical save: +18 (+5 eff.) Spell save: +30 (+7 eff.) Silence immunity: +15% Only die when reaching: -60.00 life Defense after a teleport: +26 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Curse of Misfortune It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 25 turns. 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 (+5 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. Curse of Shrouds 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. |
![]() cleansing drakeskin leather armour of acid resistance (Corpses) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +10% blight / +16% nature / +28% acid Curse of Corpses A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of delving (Corpses) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +8 Str Changes resistances: +15% blight / +10% physical / +17% darkness / +16% nature Light radius: +1 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() cured leather armour of Toknor (Misfortune) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Critical mult.: +11.00% Curse of Misfortune A suit of armour made of leather. |
![]() cured leather armour of the wind (Shrouds) (7 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Armour: +4 Defense: +7 (+2 eff.) Fatigue: +7% Stamina each turn: +0.70 Activating this item is instant. Curse of Shrouds It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 369 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() drakeskin leather armour 'Blazetitan' (Misfortune) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 light Changes stats: +4 Wil Changes resistances: +24% blight / +6% temporal / +25% darkness / +9% light Changes resistances penetration: +5% light Changes damage: +6% temporal Critical mult.: +11.00% Life regen: +10.10 Maximum life: +65.00 Light radius: +1 Healing mod.: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune A suit of armour made of leather. |
![]() drakeskin leather armour of Eyal (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Life regen: +2.30 Maximum life: +77.00 Healing mod.: +26% Curse of Nightmares A suit of armour made of leather. |
![]() drakeskin leather armour of Toknor (Corpses) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Critical mult.: +15.00% Curse of Corpses A suit of armour made of leather. |
![]() drakeskin leather armour of Toknor (Misfortune) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Critical mult.: +15.00% Curse of Misfortune A suit of armour made of leather. |
![]() drakeskin leather armour of Toknor (Misfortune) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Critical mult.: +18.00% Curse of Misfortune A suit of armour made of leather. |
![]() drakeskin leather armour of command (Nightmares) (15 def, 15 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+5 eff.) Fatigue: +8% Changes stats: +2 Cun Mental save: +16 (+3 eff.) Curse of Nightmares A suit of armour made of leather. |
![]() drakeskin leather armour of the wind (Madness) (15 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +7.0% Armour: +8 Defense: +15 (+5 eff.) Fatigue: +8% Stamina each turn: +1.10 Activating this item is instant. Curse of Madness It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 299 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() duelist's cured leather armour of lightning resistance (Corpses) (6 def, 8 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Cun / +5 Dex Changes resistances: +17% lightning Curse of Corpses A suit of armour made of leather. |
![]() duelist's drakeskin leather armour of alacrity (Nightmares) (11 def, 15 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +11 (+4 eff.) Fatigue: +8% Changes stats: +9 Cun / +7 Dex Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Nightmares A suit of armour made of leather. |
![]() duelist's drakeskin leather armour of the deep (Misfortune) (10 def, 17 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Dex Changes resistances: +6% acid / +14% cold Allows you to breathe in: water Curse of Misfortune A suit of armour made of leather. |
![]() enlightening drakeskin leather armour of delving (Shrouds) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Wil / +7 Cun Changes resistances: +15% darkness / +12% physical Mental save: +18 (+3 eff.) Light radius: +1 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() enlightening drakeskin leather armour of the deep (Madness) (5 def, 14 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +6 Cun / +7 Wil Changes resistances: +11% acid / +9% cold Allows you to breathe in: water Mental save: +17 (+3 eff.) Curse of Madness A suit of armour made of leather. |
![]() enlightening hardened leather armour of the deep (Corpses) (3 def, 9 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Changes resistances: +7% acid / +10% cold Allows you to breathe in: water Mental save: +16 (+3 eff.) Curse of Corpses A suit of armour made of leather. |
![]() hardened leather armour 'Lavaraptor' (Misfortune) (3 def, 14 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical / 20 fire Changes stats: +4 Con Changes resistances penetration: +25% fire / +25% physical Changes damage: +9% fire Curse of Misfortune A suit of armour made of leather. |
![]() hardened leather armour 'Layoleta' (Misfortune) (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +10 Mag Changes resistances: +16% nature / +16% blight Changes resistances penetration: +15% mind Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Light radius: +3 Infravision radius: +3 Curse of Misfortune A suit of armour made of leather. |
![]() marauder's drakeskin leather armour of alacrity (Madness) (9 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +8 Dex Physical save: +5 (+2 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Madness A suit of armour made of leather. |
![]() marauder's drakeskin leather armour of natural resilience (Nightmares) (12 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +6 Str / +7 Dex Changes resistances: +18% nature / +18% blight Reduced damage from: +7% Unnatural Physical save: +9 (+3 eff.) Curse of Nightmares A suit of armour made of leather. |
![]() marauder's drakeskin leather armour of the deep (Misfortune) (9 def, 12 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +7 Dex Changes resistances: +5% acid / +8% cold Allows you to breathe in: water Physical save: +19 (+5 eff.) Curse of Misfortune A suit of armour made of leather. |
![]() marauder's hardened leather armour of temporal resistance (Corpses) (5 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +6 Str / +3 Dex Changes resistances: +19% temporal Physical save: +11 (+3 eff.) Curse of Corpses A suit of armour made of leather. |
![]() multi-hued drakeskin leather armour of Eyal (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +16% acid / +13% physical / +14% fire / +13% lightning / +11% cold Life regen: +2.70 Maximum life: +94.00 Mindpower: +14 (+3 eff.) Healing mod.: +23% Curse of Nightmares A suit of armour made of leather. |
![]() radiant drakeskin leather armour of Toknor (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +20% blight / +19% darkness Critical mult.: +15.00% Light radius: +2 Curse of Nightmares A suit of armour made of leather. |
![]() reinforced leather armour of the wind (Nightmares) (15 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +13 Physical crit. chance: +9.0% Armour: +7 Defense: +15 (+5 eff.) Fatigue: +8% Stamina each turn: +0.90 Activating this item is instant. Curse of Nightmares It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 339 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of acid resistance (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +22% acid Life regen: +5.30 Stamina each turn: +0.50 Curse of Nightmares A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of acid resistance (Madness) (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +23% acid Life regen: +4.80 Stamina each turn: +1.30 Curse of Madness A suit of armour made of leather. |
![]() spiked drakeskin leather armour of Eyal (Corpses) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Life regen: +2.60 Maximum life: +86.00 Healing mod.: +22% Curse of Corpses A suit of armour made of leather. |
![]() spiked drakeskin leather armour of the deep (Corpses) (5 def, 11 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +8% acid / +11% cold Allows you to breathe in: water Curse of Corpses A suit of armour made of leather. |
![]() spiked reinforced leather armour of lightning resistance (Shrouds) (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +22% lightning Curse of Shrouds A suit of armour made of leather. |
![]() volcanic reinforced leather armour of clarity (Shrouds) (4 def, 16 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes resistances: +18% fire / +7% mind / +18% physical Mental save: +16 (+3 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Life regen: +0.00 Blood Charges: 0 Curse of Nightmares It can be used to drain blood from all creatures within range 5, causing them to bleed for 440.88 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() Flashsaw the voratun plate armour (Shrouds) (9 def, 34 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 20 lightning Changes resistances: +30% acid / +19% lightning Changes resistances penetration: +15% lightning Reduces incoming crit damage: 15.00% Infravision radius: +2 Curse of Shrouds A suit of armour made of metal plates. |
![]() Gissra the Umbrapiety (Madness) (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness / 12 acid Changes stats: +8 Str Changes resistances: +21% acid / +11% physical / +30% darkness Changes resistances penetration: +10% acid Light radius: +2 Curse of Madness It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Vorulrath the Deepsbore (Nightmares) (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 16 light Changes resistances: +4% physical / +9% darkness / +18% cold Spell save: +18 (+4 eff.) Mental save: +9 (+1 eff.) Blindness immunity: +20% Curse of Nightmares A suit of armour made of metal plates. |
![]() dwarven-steel plate armour 'Noonwilter' (Misfortune) (5 def, 19 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 light Changes resistances: +18% light Changes resistances penetration: +25% fire Changes damage: +9% light / +6% fire Physical save: +10 (+3 eff.) Light radius: +3 Curse of Misfortune A suit of armour made of metal plates. |
![]() dwarven-steel plate armour of Eyal (Madness) (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Life regen: +1.80 Maximum life: +61.00 Healing mod.: +18% Curse of Madness A suit of armour made of metal plates. |
![]() enlightening iron plate armour of natural resilience (Madness) (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +4 Cun / +4 Wil Changes resistances: +11% nature / +11% blight Reduced damage from: +6% Unnatural Mental save: +12 (+2 eff.) Curse of Madness A suit of armour made of metal plates. |
![]() iron plate armour 'Squalorsever' (Madness) (9 def, 13 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Defense: +9 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +20% Changes resistances: +5% arcane / +5% physical Changes damage: +9% nature Physical save: +6 (+2 eff.) Mental save: +30 (+6 eff.) Poison immunity: +25% Maximum life: +28.00 Curse of Madness A suit of armour made of metal plates. |
![]() Chalugen the stralite shield (Madness) (10 def, 2 armour, 137.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes stats: +4 Mag Changes resistances: +5% arcane / +25% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +4 Block Poison immunity: +15% Confusion immunity: +10% Curse of Madness Handheld deflection devices. |
![]() Cutheldil (Madness) (10 def, 2 armour, 140 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes stats: +6 Cun Changes resistances: +9% blight / +18% cold / +18% arcane Talent granted: +4 Block Critical mult.: +10.00% Psi when hit: +0.08 Maximum hate: +4.00 Curse of Madness Handheld deflection devices. |
![]() Cuthyyasus the stralite shield (Shrouds) (10 def, 14 armour, 133.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +14 Armour Hardiness: +9% Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 18 ice / 27 fire Changes stats: +2 Str / +5 Wil Changes resistances: +17% physical / +14% fire / +14% cold Talent granted: +4 Block Spell save: +9 (+2 eff.) Psi when hit: +0.08 Vim when firing critical spell: +1.00 Hate when firing a critical mind attack: +3.00 Maximum mana: +60.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds Handheld deflection devices. |
![]() Emumivea the Gleampassion (Shrouds) (12 def, 13 armour, 208 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +13 Armour Hardiness: +8% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +14% blight / +20% physical / +18% nature / +24% lightning Changes resistances penetration: +15% light Changes damage: +9% arcane Talent granted: +5 Block Curse of Shrouds Handheld deflection devices. |
![]() Fire Dragon Shield (Corpses) (16 def, 9 armour, 220 block) Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). Curse of Corpses This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() Glyth the Lavaworm (Corpses) (4 def, 2 armour, 15.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +18% lightning / +15% fire Changes damage: +9% fire / +12% light / +15% darkness Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
![]() Halirek the Sunnull (Shrouds) (10 def, 2 armour, 140.5 block) 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 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 33% chance to blind Changes stats: +5 Mag / +6 Con Changes resistances: +10% darkness / +27% cold / +3% nature / +28% light Talent granted: +4 Block Light radius: +3 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Shrouds Handheld deflection devices. |
![]() Mucusseam the steel shield (Corpses) (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 acid / 8 nature / 8 darkness Changes resistances: +9% acid / +14% mind / +9% nature Changes damage: +15% darkness Talent granted: +2 Block Curse of Corpses Handheld deflection devices. |
![]() Polira the Chargeworm (Corpses) (10 def, 2 armour, 137 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 16 lightning Changes resistances: +15% temporal / +9% fire Changes resistances penetration: +15% acid Talent granted: +4 Block Curse of Corpses Handheld deflection devices. |
![]() Polytta (Nightmares) (8 def, 8 armour, 75.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +8 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +24% lightning / +9% temporal / +12% blight Talent granted: +3 Block Poison immunity: +20% Maximum stamina: +15.00 Curse of Nightmares 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 (+2 eff.) Ranged Defense: +12 (+4 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. Curse of Corpses 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 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Curse of Madness Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() Titanic (Nightmares) (20 def, 18 armour, 320 block) Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +4 Block Curse of Nightmares This shield made of the darkest stralite is huge, heavy and very solid. |
![]() corrosive stralite shield (Shrouds) (10 def, 2 armour, 144 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 14% chance to corrode armour by 30% Changes stats: +4 Con Changes resistances: +14% acid Talent granted: +4 Block Curse of Shrouds Handheld deflection devices. |
![]() cosmic stralite shield of cold resistance (+27%) (Nightmares) (10 def, 2 armour, 141.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes resistances: +27% cold / +10% light / +9% darkness Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Nightmares Handheld deflection devices. |
![]() dwarven-steel shield 'Dairorab' (Corpses) (8 def, 2 armour, 78 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +16% mind / +6% acid Talent granted: +3 Block Mental save: +12 (+2 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +5.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Curse of Corpses Handheld deflection devices. |
![]() flaming voratun shield of fire resistance (+19%) (Misfortune) (12 def, 3 armour, 196.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 7 fire Damage when hit (Melee): 14 fire Changes resistances: +19% fire Talent granted: +5 Block Curse of Misfortune Handheld deflection devices. |
![]() icy stralite shield of resistance (Madness) (10 def, 2 armour, 136 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 6 cold Damage when hit (Melee): 14 ice Changes resistances: +9% acid / +9% fire / +7% lightning / +12% cold Talent granted: +4 Block Curse of Madness Handheld deflection devices. |
![]() impervious dwarven-steel shield of resistance (Corpses) (8 def, 9 armour, 151 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +9 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +5 Con Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Talent granted: +3 Block Physical save: +8 (+2 eff.) Curse of Corpses Handheld deflection devices. |
![]() impervious steel shield of resistance (Misfortune) (6 def, 8 armour, 78.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +4 Con Changes resistances: +7% acid / +7% fire / +9% lightning / +7% cold Talent granted: +2 Block Physical save: +9 (+3 eff.) Curse of Misfortune Handheld deflection devices. |
![]() impervious voratun shield of earthen fury (Nightmares) (12 def, 19 armour, 291.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +19 Armour Hardiness: +8% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +13% physical Talent granted: +5 Block Physical save: +10 (+3 eff.) Curse of Nightmares Handheld deflection devices. |
![]() impervious voratun shield of resistance (Misfortune) (12 def, 10 armour, 292.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +5 Con Changes resistances: +7% acid / +13% fire / +10% lightning / +8% cold Talent granted: +5 Block Physical save: +13 (+4 eff.) Curse of Misfortune Handheld deflection devices. |
![]() living dwarven-steel shield of earthen fury (Madness) (8 def, 10 armour, 78 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +10 Armour Hardiness: +8% Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 13 nature Changes resistances: +12% blight / +15% physical / +13% nature Talent granted: +3 Block Maximum life: +60.00 Curse of Madness Handheld deflection devices. |
![]() living steel shield of resistance (Corpses) (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 11 nature Changes resistances: +7% acid / +7% lightning / +13% blight / +7% fire / +12% nature / +7% cold Talent granted: +2 Block Maximum life: +40.00 Curse of Corpses Handheld deflection devices. |
![]() reinforced voratun shield of fire resistance (+26%) (Shrouds) (12 def, 12 armour, 228.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +26% fire Talent granted: +5 Block Curse of Shrouds Handheld deflection devices. |
![]() reinforced voratun shield of purity (Misfortune) (12 def, 11 armour, 253 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +11 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +15% nature / +13% blight Talent granted: +5 Block Curse of Misfortune Handheld deflection devices. |
![]() scouring voratun shield of cold resistance (+13%) (Shrouds) (12 def, 3 armour, 185 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 27% chance to reduce effective powers by 20% * 23 arcane resource burn Changes stats: +5 Con Changes resistances: +13% acid / +25% cold / +16% nature Talent granted: +5 Block Curse of Shrouds Handheld deflection devices. |
![]() scouring voratun shield of mind resistance (+11%) (Madness) (12 def, 3 armour, 196 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 31% chance to reduce effective powers by 20% * 23 arcane resource burn Changes stats: +5 Con Changes resistances: +11% acid / +15% nature / +14% mind Talent granted: +5 Block Curse of Madness Handheld deflection devices. |
![]() stralite shield 'Kystir' (Misfortune) (10 def, 2 armour, 146 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes stats: +2 Str Changes resistances: +12% blight / +27% fire Talent granted: +4 Block Stamina each turn: +0.40 Hate when firing a critical mind attack: +5.00 Maximum hate: +2.00 Curse of Misfortune Handheld deflection devices. |
![]() stralite shield 'Lavastun' (Shrouds) (10 def, 2 armour, 131 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 16 fire Changes resistances: +39% lightning / +12% fire Changes damage: +9% lightning / +15% fire Talent granted: +4 Block Curse of Shrouds Handheld deflection devices. |
![]() wintry voratun shield of mind resistance (+15%) (Corpses) (12 def, 3 armour, 205 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 13 ice Changes stats: +4 Wil Changes resistances: +15% mind / +10% cold Talent granted: +5 Block Curse of Corpses Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
![]() Eilinoda (21/21, 72.5-101.5 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 72.5 - 101.5 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to cause random gloom * 46% chance to disease * 25% chance to put talents on cooldown Damage (Ranged): +38 blight Burst (radius 1) on hit: +16 blight Arrows are used with bows to pierce your foes to death. |
![]() Emeladhewen the Singepain (19/19, 69-96.6 power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 69.0 - 96.6 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +78 insidious poison / +24 fire Burst (radius 2) on crit: +20 fire Arrows are used with bows to pierce your foes to death. |
![]() Galesmasher (20/20, 31-43.4 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 40% chance to daze at end of turn Damage (Ranged): +60 insidious poison / +4 mind / +12 lightning Burst (radius 1) on hit: +12 mind / +24 lightning Burst (radius 2) on crit: +12 lightning Arrows are used with bows to pierce your foes to death. |
![]() Mucusreign (19/19, 44.5-62.3 power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% Damage (Ranged): +8 acid / +38 darkness / +24 nature Burst (radius 2) on crit: +8 nature / +8 acid Damage against: +26% Living Arrows are used with bows to pierce your foes to death. |
![]() Prismtide (18/18, 71.5-100.1 power, 35 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 71.5 - 100.1 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +37.0% Capacity: 18 On weapon hit: * 40% chance to blind * 10% chance to crush the target On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +21 gravity / +16 light Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 acid 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 Base power: 24.0 - 33.6 Uses stats: 60% 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. |
![]() inquisitor's quiver of elven-wood arrows of gravity (18/18, 43.5-60.9 power, 14 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 10% chance to crush the target On weapon crit: * burns latent spell energy Damage (Ranged): +20 gravity / +21 manaburn arcane Arrows are used with bows to pierce your foes to death. |
![]() 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: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Undeathsage the voratun pickaxe (dig speed 3 turns) Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +8 (+2 eff.) Armour: +4 Defense: +7 (+2 eff.) Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances: +12% mind / +8% physical Changes resistances penetration: +5% mind Changes damage: +23% mind / +12% fire Critical mult.: +14.00% Mental save: +15 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() crystalomancer's dwarven-steel pickaxe (dig speed 27 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag Maximum mana: +38.00 Spell crit. chance: +8% 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 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +7% darkness / +8% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Dรบathedlen Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 52.94 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. 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 3, doing 7.80 cold damage and 9.24 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Haloregoyon the Shockwyrd Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 mind Changes stats: +8 Cun Changes resistances: +15% mind / +12% lightning Changes resistances penetration: +15% lightning Changes damage: +9% mind Light radius: -7 Infravision radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Sparkhunt Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 16 lightning Changes stats: +7 Str / +6 Wil / +7 Cun Changes resistances: +18% lightning Changes resistances penetration: +11% all Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 (156 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() alchemist's lamp 'Barkgrind' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +5 Str / +10 Cun / +3 Con Changes resistances penetration: +25% nature Mental save: +11 (+2 eff.) Light radius: +3 See stealth: +11 See invisible: +22 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() alchemist's lamp 'Obsidianwill' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 20 light / 20 darkness Changes stats: +6 Wil Changes resistances penetration: +25% light Changes damage: +11% mind / +24% darkness Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() piercing brass lantern of the zealot Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances: +3% all Changes resistances penetration: +7% all Spell save: +6 (+1 eff.) Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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 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 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 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% 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 414.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() Adiba the Fogsweeper (19/19, 67.5-81 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 20% chance to corrode armour by 30% On weapon crit: * burns latent spell energy Damage (Ranged): +21 manaburn arcane / +19 darkness Burst (radius 1) on hit: +4 darkness / +12 acid Burst (radius 2) on crit: +8 darkness Damage against: +20% Living Shots are used with slings to pummel your foes to death. |
![]() Chargeborn the pouch of iron shots (17/17, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 On weapon hit: * 40% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing Damage (Ranged): +28 lightning / +8 bleed / +8 mind Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +24 lightning Shots are used with slings to pummel your foes to death. |
![]() Crackledream the pouch of iron shots (13/13, 15.5-18.6 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 On weapon hit: * 20% chance to daze at end of turn * 40% chance to corrode armour by 30% Damage (Ranged): +15 insidious poison / +4 mind Burst (radius 2) on crit: +12 lightning / +4 mind / +16 acid Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() Tempestrebel the pouch of dwarven-steel shots (16/16, 30-36 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.0 - 36.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 On weapon hit: * 20% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing Damage (Ranged): +28 lightning / +13 bleed Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +20 lightning Shots are used with slings to pummel your foes to death. |
![]() Xerokira the Stokewinter (16/16, 33-39.6 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 On weapon hit: * 40 arcane resource burn On weapon crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing * wounds the target for 7 turns: 20 bleeding, 66% reduced healing Damage (Ranged): +5 temporal / +14 nature / +18 bleed Burst (radius 1) on hit: +12 fire Shots are used with slings to pummel your foes to death. |
![]() elemental pouch of steel shots of annihilation (17/17, 25-30 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 25.0 - 30.0 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +9.5% Capacity: 17 On weapon hit: * Random elemental explosion Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of the leech (14/14, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 14 On weapon hit: * Slows global speed by 8% * leeches stamina from the target Damage (Ranged): +9 darkness Damage against: +10% Living Shots are used with slings to pummel your foes to death. |
![]() pouch of voratun shots 'Dazzlefame' (22/22, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to blind * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * splashes the target with acid Damage (Ranged): +14 acid / +13 physical / +24 blight / +15 temporal / +4 arcane Burst (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
![]() pouch of voratun shots 'Radhythad' (19/48, 58.5-70.2 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 58.5 - 70.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +7.0% Capacity: 48 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) On weapon crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing Damage (Ranged): +4 temporal / +20 light / +12 blight / +18 bleed / +8 arcane Damage against: +23% Undead Shots are used with slings to pummel your foes to death. |
![]() sentry's pouch of stralite shots of warping (42/42, 50-60 power, 11 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 50.0 - 60.0 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Crit. chance: +5.5% Capacity: 42 Turns elapse between self-loadings: 4 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +10 temporal / +7 physical Shots are used with slings to pummel your foes to death. |
![]() Glorana [power 53] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +7 Dex / +4 Wil Changes resistances: +9% temporal / +5% physical Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward Physical save: +9 (+3 eff.) Pinning immunity: +15% It can be used to teleport randomly (rad 53), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Relgahir [power 147] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +8 Cun Changes resistances: +6% blight Changes resistances penetration: +5% mind Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 147 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
![]() The Jolt 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. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 31), putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
![]() quiet iron torque of thermal psionic shield [power 27] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent granted: +3 Telekinetic Blast It can be used to teleport randomly (rad 55), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() voratun torque of mindblast 'Pusquench' [power 341] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% temporal / +6% fire Maximum wards: +4 physical / +7 mind / +6 darkness Changes damage: +3% nature Talent granted: +2 Ward Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a blast of psionic energies in a range 10 beam dealing 206.31 to 412.61 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Blackmalice [power 187] (20 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +3% darkness Maximum wards: +4 acid / +4 nature / +4 light Changes resistances penetration: +10% blight / +5% darkness Changes damage: +3% darkness Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +3 Rushing Claws It can be used to heal a target within range 10 (based on Willpower) for 187, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() Deepsgrind the ash totem of thorny skin [power 33] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% acid / +15% fire / +5% arcane / +9% darkness Spell save: +30 (+7 eff.) It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() dragonbone totem of thorny skin 'Skyvortex' [power 60] (20 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +21% lightning Changes resistances penetration: +15% lightning / +20% blight Changes damage: +9% lightning It can be used to harden the skin for 7 turns increasing armour by 60 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() quick elven-wood totem of thorny skin [power 38] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 60%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() yew totem of thorny skin 'Shadowhunter' [power 50] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +9% darkness / +9% nature Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
![]() Infused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
![]() Gyldamira the Voidquake [power 103] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +30% acid / +12% fire Changes resistances penetration: +10% fire Changes damage: +9% acid / +12% darkness It can be used to fire a bolt of a random element with (base) damage 52 to 103, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Lightbringer's Wand 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 (+3 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 115 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() 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 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 154.88 temporal and 180.48 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() ash wand of conjuration 'Glowspawn' [power 187] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +18 (+8 eff.) Armour: +6 Damage when hit (Melee): 12 physical Changes stats: +6 Con Changes damage: +9% physical Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike Light radius: +2 It can be used to fire a bolt of a random element with (base) damage 94 to 187, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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 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 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Ertalin the Dwarf Cursed level 25
4th Steel 123rd year of Ascendancy at 18:57 see stats
By Ertalin the Dwarf Cursed level 21
9th Iron 123rd year of Ascendancy at 19:54 see stats
By Ertalin the Dwarf Cursed level 25
3rd Steel 123rd year of Ascendancy at 02:19 see stats
By Ertalin the Dwarf Cursed level 15
28th Dearth 122nd year of Ascendancy at 17:45 see stats
By Ertalin the Dwarf Cursed level 29
16th Steel 123rd year of Ascendancy at 03:59 see stats
By Ertalin the Dwarf Cursed level 37
34th Dearth 123rd year of Ascendancy at 21:07 see stats
By Ertalin the Dwarf Cursed level 28
13rd Steel 123rd year of Ascendancy at 16:26 see stats
By Ertalin the Dwarf Cursed level 37
15th Dearth 123rd year of Ascendancy at 22:12 see stats
By Ertalin the Dwarf Cursed level 38
23rd Iron 124th year of Ascendancy at 20:31 see stats
By Ertalin the Dwarf Cursed level 31
44th Stralite 123rd year of Ascendancy at 11:44 see stats
By Ertalin the Dwarf Cursed level 29
27th Steel 123rd year of Ascendancy at 11:35 see stats
By Ertalin the Dwarf Cursed level 27
10th Steel 123rd year of Ascendancy at 21:40 see stats
By Ertalin the Dwarf Cursed level 18
28th Loss 122nd year of Ascendancy at 01:51 see stats
By Ertalin the Dwarf Cursed level 50
6th Gold 124th year of Ascendancy at 08:35 see stats
By Ertalin the Dwarf Cursed level 17
26th Loss 122nd year of Ascendancy at 21:23 see stats
By Ertalin the Dwarf Cursed level 36
22nd Wealth 123rd year of Ascendancy at 19:28 see stats
By Ertalin the Dwarf Cursed level 43
1st Gold 124th year of Ascendancy at 03:16 see stats
By Ertalin the Dwarf Cursed level 30
27th Steel 123rd year of Ascendancy at 13:24 see stats
By Ertalin the Dwarf Cursed level 20
27th Shortage 122nd year of Ascendancy at 09:26 see stats
By Ertalin the Dwarf Cursed level 42
45th Steel 124th year of Ascendancy at 02:58 see stats
By Ertalin the Dwarf Cursed level 10
29th Profit 122nd year of Ascendancy at 10:04 see stats
By Ertalin the Dwarf Cursed level 20
28th Loss 122nd year of Ascendancy at 07:19 see stats
By Ertalin the Dwarf Cursed level 30
27th Steel 123rd year of Ascendancy at 11:35 see stats
By Ertalin the Dwarf Cursed level 40
18th Steel 124th year of Ascendancy at 13:19 see stats
By Ertalin the Dwarf Cursed level 50
6th Gold 124th year of Ascendancy at 08:33 see stats
By Ertalin the Dwarf Cursed level 50
7th Stralite 124th year of Ascendancy at 09:41 see stats
By Ertalin the Dwarf Cursed level 50
3rd Stralite 124th year of Ascendancy at 05:57 see stats
By Ertalin the Dwarf Cursed level 42
45th Steel 124th year of Ascendancy at 07:44 see stats
By Ertalin the Dwarf Cursed level 50
5th Stralite 124th year of Ascendancy at 00:24 see stats
By Ertalin the Dwarf Cursed level 41
36th Steel 124th year of Ascendancy at 15:51 see stats
By Ertalin the Dwarf Cursed level 11
5th Wealth 122nd year of Ascendancy at 13:42 see stats
By Ertalin the Dwarf Cursed level 50
6th Stralite 124th year of Ascendancy at 12:45 see stats
By Ertalin the Dwarf Cursed level 37
15th Dearth 123rd year of Ascendancy at 17:35 see stats
By Ertalin the Dwarf Cursed level 27
10th Steel 123rd year of Ascendancy at 22:21 see stats
By Ertalin the Dwarf Cursed level 50
6th Stralite 124th year of Ascendancy at 05:48 see stats
By Ertalin the Dwarf Cursed level 50
4th Stralite 124th year of Ascendancy at 09:36 see stats
By Ertalin the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 19:53 see stats
By Ertalin the Dwarf Cursed level 49
6th Gold 124th year of Ascendancy at 08:33 see stats
By Ertalin the Dwarf Cursed level 21
9th Iron 123rd year of Ascendancy at 19:54 see stats
By Ertalin the Dwarf Cursed level 7
5th Profit 122nd year of Ascendancy at 19:46 see stats
By Ertalin the Dwarf Cursed level 21
9th Iron 123rd year of Ascendancy at 19:54 see stats
By Ertalin the Dwarf Cursed level 50
6th Gold 124th year of Ascendancy at 08:35 see stats
By Ertalin the Dwarf Cursed level 31
42nd Stralite 123rd year of Ascendancy at 11:53 see stats
By Ertalin the Dwarf Cursed level 16
44th Dearth 122nd year of Ascendancy at 22:37 see stats
By Ertalin the Dwarf Cursed level 36
5th Wealth 123rd year of Ascendancy at 14:00 see stats
By Ertalin the Dwarf Cursed level 22
26th Iron 123rd year of Ascendancy at 04:57 see stats
By Ertalin the Dwarf Cursed level 23
2nd Steel 123rd year of Ascendancy at 11:25 see stats
Log
Ertalin deactivates Surge.
Ertalin is no longer attuned.
Ertalin is no longer poisoned.
Ertalin deactivates Psiblades.
Ertalin deactivates Stalk.
Ertalin deactivates Gloom.
Siluldarin the slimy ooze is no longer being stalked by Ertalin.
The smoke around Ertalin dissipate.