







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Hulk! 1.4.8 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Adventurer |
Level / Exp | 50 / 24% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1014 (base 15) |
Dexterity | 1066 (base 55) |
Constitution | 1017 (base 12) |
Magic | 1019 (base 12) |
Willpower | 1026 (base 12) |
Cunning | 1021 (base 12) |
Resources
Life | 861542/861542 |
Positive | 0/147 |
Stamina | 2767/2767 |
Paradox | 300 |
Healing Factor | 2.5 |
Regeneration | 24997.5 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 172.34197298696 |
See Invisible | 172.34197298696 |
Offense: Barehand
Damage | 449 |
Accuracy | 233 |
Crit Chance | 617% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 192 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 203 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Nature | +1410065427% |
Light | +1410065417% |
All | +1410065407% |
Defense: Base
Armour (hardiness) | 289.72457658993 (30%) |
Defense | 167 |
Ranged Defense | 170 |
Fatigue | 3 |
Physical Save | 179 |
Spell Save | 179 |
Mental Save | 179 |
Defense: Resistances
Blight | + 20%( 70%) |
Nature | + 20%( 70%) |
Light | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Bleed Resistance | 55% |
Confusion Resistance | 100% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 79% |
Inscriptions (3/3)
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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Matter | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Daunting Presence |
talent | Weapon of Light |
talent | Disintegration |
talent | Matter Weaving |
talent | Second Life |
talent | Searing Sight |
talent | Weapon Folding |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+0 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On feet | ![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 274 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Main armor | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Light source | ![]() 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 (472 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
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 80) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 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 (+7 for 13 turns, die at -592) 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 7 for 13 turns. While Heroism is active, you will only die when reaching -592 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() heroism infusion (+8 for 12 turns, die at -550) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 12 turns. While Heroism is active, you will only die when reaching -550 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. |
![]() movement infusion (703% speed; 9 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 9 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 (592% speed; 8 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 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 (686% speed; 9 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 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. |
![]() regeneration infusion (heal 514 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 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 474 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 474 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. |
![]() sun infusion (rad 10; 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: 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 10 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. |
![]() wild infusion (resist 30%; cure magical) 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 magical effect and reduce all damage taken by 30% for 8 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 25%; 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: 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 mental effect and reduce all damage taken by 25% for 8 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. |
![]() acid wave rune (1525163748 acid damage; disarm 5 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: 22 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 23000000227.70 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 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 (-1474836282 acid damage; disarm 5 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 20000000198.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 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 (-1584901776 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: 16 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 11300000111.87 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 10) 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 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() heat beam rune (625163739 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: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 22100000218.79 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 titan (1891506359 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: 9 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 199460001974.65 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. 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 11 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 12) for 11 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 13 for 12 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 12 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 14 for 9 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 9 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 (-769803528 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: 9 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 8333333415.83 to 25000000247.50 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 (25163733 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: 9 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 7166666737.62 to 21500000212.85 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. |
![]() manasurge rune (1270% regen over 10 turns; 64 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 1270% for 10 turns and instantly restoring 64 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 14; power 34; dur 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. 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 14; power 40; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances 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. |
![]() shielding rune (absorb 462 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune (radius 17; dur 29; 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: 28 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 (17 radius) and to allow you to see invisible and stealthed creatures (power 24) for 29 turns. Your mind will become more receptive for 29 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. |
![]() Brightclamor the voratun amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+2 eff.) Changes stats: +13 Str / +10 Dex / +10 Wil Changes resistances: +2% physical / +39% mind / +6% darkness Changes resistances cap: +7% all Changes damage: +6% light Physical save: +25 (+2 eff.) Mental save: +9 (+1 eff.) Cut immunity: +10% Confusion immunity: +50% Amulets can have magical properties. |
![]() Layumira Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Cun / +9 Dex Changes resistances: +9% lightning / +6% light / +12% blight Spell save: +9 (+1 eff.) Pinning immunity: +20% Knockback immunity: +50% Amulets can have magical properties. |
![]() Radiancebreeze Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +7 Cun Changes damage: +15% light / +9% physical Mental save: +21 (+3 eff.) Mindpower: +18 (+1 eff.) Amulets can have magical properties. |
![]() Unritir Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +4 Str / +15 Dex / +3 Wil / +10 Cun / +16 Con Changes resistances penetration: +20% arcane Critical mult.: +5.00% Physical save: +20 (+2 eff.) Spell save: +3 (+1 eff.) Blindness immunity: +40% Life regen: +4.40 Stamina each turn: +1.30 Maximum life: +67.00 Spell crit. chance: +4% Infravision radius: +8 Sight radius: +2 See invisible: +14 Movement speed: +10% Amulets can have magical properties. |
![]() Zofang the Strikeward Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 24 mind / 20 lightning Changes resistances: +36% mind Changes resistances penetration: +25% lightning / +10% mind Changes damage: +6% lightning / +6% mind Confusion immunity: +40% Amulets can have magical properties. |
![]() archmage's stralite amulet of magic (+14) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +14 Mag Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
![]() archmage's stralite amulet of perfection (0.21 Technique / Shield offense,0.21 Technique / Munitions) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Talent masteries: +0.21 Technique / Shield offense +0.21 Technique / Munitions Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
![]() enraging stralite amulet of soulsearing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes damage: +13% blight / +12% fire / +9% physical Critical mult.: +18.00% Spellpower: +13 (+1 eff.) Combat speed: +10% Amulets can have magical properties. |
![]() mindweaver's stralite amulet of soulsearing Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes damage: +13% blight / +13% fire Critical mult.: +18.00% Mental save: +13 (+2 eff.) Confusion immunity: +22% Spellpower: +13 (+1 eff.) Mindpower: +13 (+1 eff.) Amulets can have magical properties. |
![]() restful stralite amulet of soulsearing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes damage: +13% blight / +13% fire Critical mult.: +18.00% Life regen: +3.80 Spellpower: +12 (+1 eff.) Amulets can have magical properties. |
![]() savior's copper amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 7% chance to blind Changes damage: +7% light / +7% darkness Physical save: +13 (+1 eff.) Spell save: +13 (+2 eff.) Mental save: +12 (+2 eff.) Amulets can have magical properties. |
![]() savior's steel amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 9% chance to inflict 15% damage reduction * 9% chance to blind Changes damage: +9% light / +9% darkness Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +13 (+2 eff.) Amulets can have magical properties. |
![]() starlit gold amulet of perfection (0.28 Spell / Water,0.28 Psionic / Slumber) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% light / +19% darkness Talent masteries: +0.28 Spell / Water +0.28 Psionic / Slumber Blindness immunity: +38% Amulets can have magical properties. |
![]() starseer's stralite amulet of perfection (0.32 Technique / Conditioning,0.32 Spell / Golemancy) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% darkness / +5% temporal / +8% light / +8% physical Talent masteries: +0.32 Technique / Conditioning +0.32 Spell / Golemancy Spellpower: +5 (+0 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
![]() stralite amulet 'Tudig' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +5 Armour: +6 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +9 Dex / +12 Con Changes resistances: +6% darkness / +6% cold Spell save: +40 (+4 eff.) Stamina each turn: +0.40 Amulets can have magical properties. |
![]() warmaker's stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +9 Dex / +8 Wil Amulets can have magical properties. |
![]() Bogtide the voratun ring Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Damage when hit (Melee): 8 acid Changes stats: +15 Mag / +8 Wil / +8 Cun Changes resistances: +9% blight / +3% temporal / +9% mind Changes damage: +9% nature Blindness immunity: +44% Cut immunity: +15% Silence immunity: +20% Knockback immunity: +10% Spellpower: +28 (+3 eff.) Infravision radius: +6 See stealth: +24 See invisible: +18 Rings can have magical properties. |
![]() Brenyndil the stralite ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Changes stats: +5 Dex / +5 Cun Changes resistances: +28% cold Changes damage: +12% physical / +14% cold Critical mult.: +15.00% Maximum life: +30.00 Mental crit. chance: +5% Healing mod.: +20% Rings can have magical properties. |
![]() Magmaransom Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +8 Con Changes resistances: +37% fire Changes resistances penetration: +33% mind Changes damage: +23% fire Critical mult.: +15.00% Mental save: +9 (+1 eff.) Mindpower: +8 (+0 eff.) Mental crit. chance: +3% Rings can have magical properties. |
![]() Pusnail 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: +15 (+1 eff.) Armour: +2 Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +9 Dex / +10 Mag / +20 Cun Changes resistances: +9% light / +6% darkness Changes damage: +6% nature Spell save: +40 (+4 eff.) Blindness immunity: +35% Disarm immunity: +5% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Vargh Redemption 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 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 6027517129.90 cold and 6027517129.90 physical damage (based on Willpower) each turn and knocking opponents back, costing 34 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Writhing Ring of the Hunter Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-3 eff.) Spell save: -30 (-3 eff.) Mental save: -30 (-3 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() mule's stralite ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +9 Cun Maximum encumbrance: +36 Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() painweaver's gold ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +6 Cun Changes damage: +7% all Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Spellpower: +14 (+1 eff.) Mindpower: +14 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() psionicist's stralite ring of life Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Wil Mental save: +16 (+2 eff.) Life regen: +1.70 Maximum life: +88.00 Healing mod.: +26% Rings can have magical properties. |
![]() savage's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Spell save: +14 (+2 eff.) Blindness immunity: +32% Maximum stamina: +22.00 Infravision radius: +5 See stealth: +13 See invisible: +13 Rings can have magical properties. |
![]() solipsist's gold ring of life Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +7 Wil Life regen: +1.40 Maximum life: +76.00 Mindpower: +11 (+1 eff.) Healing mod.: +22% Rings can have magical properties. |
![]() solipsist's stralite ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Wil Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Mindpower: +13 (+1 eff.) Rings can have magical properties. |
![]() steel ring 'Blasthack' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +9% blight / +18% temporal / +28% nature / +6% cold Changes damage: +14% nature Spell save: +9 (+1 eff.) Mental save: +55 (+6 eff.) Silence immunity: +20% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
![]() voratun ring 'Dawnvice' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Damage when hit (Melee): 16 blight / 16 temporal Changes stats: +10 Dex / +8 Mag / +8 Wil / +10 Cun Changes resistances: +6% light Changes damage: +18% light / +3% temporal Blindness immunity: +50% Spellpower: +15 (+1 eff.) Light radius: +3 Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
![]() warrior's gold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +13 Armour: +14 Defense: +13 (+2 eff.) Changes stats: +7 Str It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% 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. |
![]() warrior's steel ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +10 Defense: +9 (+1 eff.) Changes stats: +5 Str Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
![]() Breezewarden the iron battleaxe (103% power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 104% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 darkness Burst (radius 1) on hit: +12 nature Damage against: +12% Living When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +5% physical / +15% mind / +6% arcane Changes resistances penetration: +25% nature Reduces incoming crit damage: 15.00% Physical save: +9 (+1 eff.) Disease immunity: +15% Disarm immunity: +15% Massive two-handed battleaxes. |
![]() Brenelathador the stralite battleaxe (157% 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. Power: 158% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +12 mind When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Effects on melee hit: * Slows global speed by 40% Changes stats: +3 Con Changes resistances: +6% cold / +6% arcane / +9% fire Changes damage: +15% mind Critical mult.: +26.00% Mindpower: +8 (+0 eff.) Light radius: +4 Massive two-handed battleaxes. |
![]() Dazzlemaim the stralite battleaxe (175% 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. Power: 175% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +16 mind / +16 light Burst (radius 1) on hit: +16 light When wielded/worn: Changes stats: +8 Str / +4 Con Changes resistances: +6% mind Changes resistances penetration: +15% mind Changes damage: +15% mind Grants telepathy: Dragon Infravision radius: +4 Massive two-handed battleaxes. |
![]() Deepsbreak the stralite battleaxe (158% power, 6 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 159% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances: +15% blight / +3% physical / +6% arcane / +15% darkness Changes resistances penetration: +19% mind / +19% darkness Reduces incoming crit damage: 20.00% Physical save: +9 (+1 eff.) Blindness immunity: +15% Silence immunity: +10% Only die when reaching: -80.00 life Healing mod.: +25% Massive two-handed battleaxes. |
![]() Kindlenoon the stralite battleaxe (154% power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 37% chance to cause random gloom * 53% chance to corrode armour by 30% Damage (Melee): +12 acid / +30 mind / +24 fire Burst (radius 1) on hit: +24 nature When wielded/worn: Changes stats: +9 Cun / +9 Wil Changes resistances: +12% acid / +9% fire / +9% nature Changes resistances penetration: +20% fire Changes damage: +6% acid / +6% fire / +6% nature Massive two-handed battleaxes. |
![]() Spiderbreaker (112% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 112% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 53% chance to daze at end of turn Burst (radius 1) on hit: +28 lightning Burst (radius 2) on crit: +12 nature When wielded/worn: Physical power: +10 (+1 eff.) Damage when hit (Melee): 16 nature Changes stats: +3 Con Changes resistances: +6% arcane / +9% temporal Changes resistances penetration: +10% physical Changes damage: +15% nature Spell save: +30 (+3 eff.) Disarm immunity: +20% Massive two-handed battleaxes. |
![]() Vilestake the iron battleaxe (128% power, 5 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 128% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 16 physical Changes resistances: +3% physical Changes resistances penetration: +30% physical Changes damage: +18% nature Grants telepathy: Humanoid/Orc Maximum stamina: +15.00 Massive two-handed battleaxes. |
![]() balanced voratun battleaxe of ruin (168% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Defense: +21 (+3 eff.) Critical mult.: +21.00% Disarm immunity: +62% Massive two-handed battleaxes. |
![]() caustic stralite battleaxe of massacre (169% 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. Power: 170% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 31% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +19% acid Life regen: +3.00 Massive two-handed battleaxes. |
![]() glacial stralite battleaxe of crippling (157% 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. Power: 157% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +31 ice When wielded/worn: Physical crit. chance: +19.0% Armour: +19 Changes resistances penetration: +16% cold Massive two-handed battleaxes. |
![]() glacial stralite battleaxe of nature (156% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 156% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Burst (radius 2) on crit: +33 ice When wielded/worn: Armour: +17 Changes resistances: +13% all Changes resistances penetration: +19% nature / +19% cold Massive two-handed battleaxes. |
![]() glacial stralite battleaxe of shearing (153% 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. Power: 154% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Burst (radius 2) on crit: +31 ice When wielded/worn: Armour penetration: +19 Armour: +19 Changes resistances penetration: +19% physical / +19% cold Changes damage: +17% physical Massive two-handed battleaxes. |
![]() hateful voratun battleaxe of erosion (166% 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. Power: 167% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 temporal / +28 darkness / +26 nature Damage against: +27% Living Massive two-handed battleaxes. |
![]() inquisitor's dwarven-steel battleaxe (143% power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 144% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 27 arcane resource burn On weapon crit: * burns latent spell energy Massive two-handed battleaxes. |
![]() insidious dwarven-steel battleaxe of erosion (140% power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 141% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +56 insidious poison / +20 temporal / +20 nature Massive two-handed battleaxes. |
![]() insidious iron battleaxe of erosion (114% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 114% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +28 insidious poison / +12 temporal / +10 nature Massive two-handed battleaxes. |
![]() iron battleaxe of shearing (108% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 108% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +10 Changes resistances penetration: +10% physical Changes damage: +10% physical Massive two-handed battleaxes. |
![]() plaguebringer's dwarven-steel battleaxe of daylight (139% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to disease Damage (Melee): +20 blight / +19 light Damage against: +28% Undead When wielded/worn: Disease immunity: +29% Massive two-handed battleaxes. |
![]() quick dwarven-steel battleaxe (134% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 134% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 111% When wielded/worn: Accuracy: +16 (+1 eff.) Changes stats: +6 Dex Massive two-handed battleaxes. |
![]() quick dwarven-steel battleaxe of massacre (159% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 111% When wielded/worn: Accuracy: +16 (+1 eff.) Changes stats: +7 Dex Massive two-handed battleaxes. |
![]() quick stralite battleaxe (153% 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. Power: 154% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% When wielded/worn: Accuracy: +19 (+1 eff.) Changes stats: +9 Dex Massive two-handed battleaxes. |
![]() quick voratun battleaxe (169% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +20 (+1 eff.) Changes stats: +10 Dex Massive two-handed battleaxes. |
![]() thunderous iron battleaxe of ruin (105% power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 106% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16% chance to daze at end of turn When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning Critical mult.: +17.00% Massive two-handed battleaxes. |
![]() truestriking dwarven-steel battleaxe of amnesia (135% 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. Power: 136% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical 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 When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +16 Changes resistances penetration: +13% physical Massive two-handed battleaxes. |
![]() truestriking stralite battleaxe (151% 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. Power: 151% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+1 eff.) Armour penetration: +19 Changes resistances penetration: +19% physical Massive two-handed battleaxes. |
![]() truestriking stralite battleaxe of crippling (157% 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. Power: 157% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +17 (+1 eff.) Armour penetration: +16 Physical crit. chance: +19.0% Changes resistances penetration: +19% physical Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe of ruin (171% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +41 Physical crit. chance: +21.0% Changes resistances penetration: +16% physical Critical mult.: +28.00% Massive two-handed battleaxes. |
![]() voratun battleaxe 'Adildama' (166% power, 9 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 166% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +28 light Burst (radius 1) on hit: +16 physical Damage against: +34% Undead When wielded/worn: Armour penetration: +4 Changes resistances penetration: +5% acid Changes damage: +6% blight Stamina each turn: +0.60 Massive two-handed battleaxes. |
![]() warbringer's steel battleaxe of corruption (125% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +28% Massive two-handed battleaxes. |
![]() warbringer's steel battleaxe of massacre (139% 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. Power: 139% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +28% Massive two-handed battleaxes. |
![]() warbringer's stralite battleaxe of erosion (156% 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. Power: 157% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +24 nature / +24 temporal When wielded/worn: Physical power: +19 (+1 eff.) Changes stats: +7 Con Changes resistances penetration: +19% physical Disarm immunity: +41% Massive two-handed battleaxes. |
![]() warbringer's voratun battleaxe of disruption (168% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +41% Unnatural When wielded/worn: Physical power: +19 (+1 eff.) Changes stats: +9 Con Changes resistances penetration: +20% physical Disarm immunity: +43% Massive two-handed battleaxes. |
![]() warbringer's voratun battleaxe of persecution (168% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage against: +42% Unnatural When wielded/worn: Physical power: +21 (+2 eff.) Changes stats: +10 Wil / +9 Con Changes resistances penetration: +21% physical Disarm immunity: +42% Massive two-handed battleaxes. |
![]() Arcbreacher the dwarven-steel dagger (123% power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 123% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +32 insidious poison / +8 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Fatigue: -2% Changes stats: +2 Mag Changes resistances penetration: +5% lightning Changes damage: +3% light Grants telepathy: All Reduces incoming crit damage: 15.00% Sharp, short and deadly. |
![]() Bloomraptor the voratun dagger (147% power, 11 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +24 cold Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Armour: +6 Effects on melee hit: * Slows global speed by 30% Changes resistances: +1% physical Changes resistances penetration: +5% blight / +11% physical Critical mult.: +6.00% Life regen: +0.60 Sharp, short and deadly. |
![]() Deepssmasher (113% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 113% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 53% chance to inflict 15% damage reduction When wielded/worn: Fatigue: -12% Changes stats: +3 Mag Changes resistances: +9% cold / +12% fire Critical mult.: +20.00% Mental save: +24 (+3 eff.) Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +40 Sharp, short and deadly. |
![]() Duveduvor the Scumbliss (118% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 53% chance to corrode armour by 30% Damage (Melee): +16 acid Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +8 acid / +16 fire / +8 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Effects on melee hit: * Slows global speed by 40% Changes resistances: +15% acid Changes resistances penetration: +25% acid / +20% fire Critical mult.: +13.00% Sharp, short and deadly. |
![]() Eledhewyn (101% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +20 mind When wielded/worn: Physical crit. chance: +8.0% Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Changes resistances: +12% acid / +5% physical / +9% mind / +6% arcane Changes resistances penetration: +10% mind Reduces incoming crit damage: 10.00% Physical save: +9 (+1 eff.) Mental crit. chance: +2% Sharp, short and deadly. |
![]() Emitta the Strikelore (108% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 lightning When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +30% acid / +9% fire / +9% cold / +18% mind / +9% lightning Changes resistances penetration: +20% fire Spell save: +20 (+2 eff.) Mental save: +15 (+2 eff.) Silence immunity: +55% Disarm immunity: +15% Sharp, short and deadly. |
![]() Filthjam the voratun dagger (153% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 153% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 15% chance to inflict 15% damage reduction * 20% chance to curse the target * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +15 lightning Burst (radius 2) on crit: +12 physical When wielded/worn: Physical crit. chance: +12.0% Armour: +4 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +4 Cun Changes damage: +12% nature Physical save: +20 (+2 eff.) Sharp, short and deadly. |
![]() Hettendur the Shadesorrow (121% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 122% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 darkness When wielded/worn: Armour: +6 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Damage when hit (Melee): 12 darkness Changes resistances: +12% lightning Changes damage: +15% mind Disease immunity: +15% Disarm immunity: +20% Confusion immunity: +40% Stun/Freeze immunity: +10% Only die when reaching: -100.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
![]() Huraregorion the stralite dagger (136% power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +37 insidious poison When wielded/worn: Armour penetration: +8 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 26 arcane resource burn Changes stats: +3 Con Changes resistances penetration: +20% physical Stamina each turn: +1.00 Maximum stamina: +15.00 Healing mod.: +25% Sharp, short and deadly. |
![]() Lisewyn the iron dagger (113% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 113% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour penetration: +3 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +7 Cun / +4 Con Critical mult.: +12.00% Reduces incoming crit damage: 20.00% Infravision radius: +3 See invisible: +12 Sharp, short and deadly. |
![]() Orc Feller (156% power, 11 apr) Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 55% Dex, 50% 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: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() balanced steel dagger of disruption (100% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 100% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +10% Unnatural When wielded/worn: Accuracy: +7 (+0 eff.) Defense: +8 (+1 eff.) Disarm immunity: +26% Sharp, short and deadly. |
![]() blazebringer's dwarven-steel dagger (115% power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +3% Sharp, short and deadly. |
![]() blazebringer's stralite dagger of purging (133% power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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): +14 nature Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +4% Sharp, short and deadly. |
![]() caustic stralite dagger of crippling (135% power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to corrode armour by 30% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +11% acid Life regen: +2.00 Sharp, short and deadly. |
![]() caustic stralite dagger of projection (129% power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 130% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 22% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +11% acid Life regen: +2.00 Sharp, short and deadly. |
![]() caustic voratun dagger of persecution (147% power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to corrode armour by 30% Damage against: +24% Unnatural When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +12% acid Life regen: +2.00 Sharp, short and deadly. |
![]() chilling stralite dagger of evisceration (134% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Melee): +20 cold When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Sharp, short and deadly. |
![]() dwarven-steel dagger of ruin (118% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Critical mult.: +13.00% Sharp, short and deadly. |
![]() elemental steel dagger of rage (104% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +8 (+0 eff.) Changes stats: +4 Str Changes resistances penetration: +9% acid / +9% fire / +9% lightning / +9% cold Changes damage: +8% physical Stamina when hit: +1.00 Sharp, short and deadly. |
![]() hateful iron dagger of rage (102% power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 102% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +7% Living When wielded/worn: Accuracy: +6 (+0 eff.) Changes stats: +2 Str Changes damage: +6% physical Stamina when hit: +0.72 Sharp, short and deadly. |
![]() hateful voratun dagger of nature (145% power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +16% Living When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +12% nature Sharp, short and deadly. |
![]() inquisitor's iron dagger of torment (101% power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn * 20% chance to torment the target On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances penetration: +6% mind / +6% darkness Sharp, short and deadly. |
![]() insidious stralite dagger of erosion (130% power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +40 insidious poison / +13 temporal / +11 nature Sharp, short and deadly. |
![]() insidious voratun dagger of massacre (161% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 161% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +45 insidious poison Sharp, short and deadly. |
![]() insidious voratun dagger of shearing (147% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +37 insidious poison When wielded/worn: Armour penetration: +12 Changes resistances penetration: +12% physical Changes damage: +12% physical Sharp, short and deadly. |
![]() iron dagger of crippling (101% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
![]() iron dagger of purging (100% power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature Sharp, short and deadly. |
![]() quick dwarven-steel dagger of the leech (122% power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str 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 9% * leeches stamina from the target When wielded/worn: Accuracy: +9 (+1 eff.) Damage when hit (Melee): 12 nature slow Changes stats: +4 Dex Sharp, short and deadly. |
![]() quick stralite dagger of disruption (131% power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * disrupts spell-casting Damage against: +20% Unnatural When wielded/worn: Accuracy: +11 (+1 eff.) Changes stats: +5 Dex Sharp, short and deadly. |
![]() quick voratun dagger of shearing (145% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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 (+0 eff.) Armour penetration: +12 Changes stats: +5 Dex Changes resistances penetration: +12% physical Changes damage: +11% physical Sharp, short and deadly. |
![]() slime-covered stralite dagger of erosion (135% power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% Damage (Melee): +14 temporal / +14 nature Sharp, short and deadly. |
![]() steel dagger 'Emeliranne' (105% power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom Damage (Melee): +11 mind When wielded/worn: Changes stats: +7 Str / +6 Dex / +4 Mag / +4 Wil / +12 Cun Psi when hit: +0.20 Mindpower: +12 (+1 eff.) Light radius: +3 See invisible: +12 Sharp, short and deadly. |
![]() steel dagger of purging (104% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature Sharp, short and deadly. |
![]() steel dagger of shearing (104% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Changes resistances penetration: +8% physical Changes damage: +8% physical Sharp, short and deadly. |
![]() stralite dagger of shearing (134% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +11 Changes resistances penetration: +10% physical Changes damage: +10% physical Sharp, short and deadly. |
![]() thunderous voratun dagger of projection (146% power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +12% lightning Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of shearing (117% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +18 Changes resistances penetration: +18% physical Changes damage: +9% physical Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of shearing (116% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +18 Changes resistances penetration: +18% physical Changes damage: +9% physical Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of torment (114% power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 114% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical / +9% mind / +8% darkness Sharp, short and deadly. |
![]() truestriking iron dagger (101% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Sharp, short and deadly. |
![]() truestriking steel dagger (103% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical Sharp, short and deadly. |
![]() truestriking steel dagger of purging (103% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +8 Changes resistances penetration: +5% physical Sharp, short and deadly. |
![]() truestriking stralite dagger of amnesia (134% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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 put talents on cooldown When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Changes resistances penetration: +8% physical Sharp, short and deadly. |
![]() truestriking stralite dagger of amnesia (135% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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 put talents on cooldown When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Changes resistances penetration: +11% physical Sharp, short and deadly. |
![]() truestriking stralite dagger of crippling (135% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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: +11 (+1 eff.) Armour penetration: +11 Physical crit. chance: +9.0% Changes resistances penetration: +11% physical Sharp, short and deadly. |
![]() truestriking voratun dagger (149% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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: +12 (+1 eff.) Armour penetration: +12 Changes resistances penetration: +12% physical Sharp, short and deadly. |
![]() truestriking voratun dagger (147% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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: +12 (+1 eff.) Armour penetration: +12 Changes resistances penetration: +12% physical Sharp, short and deadly. |
![]() truestriking voratun dagger of crippling (148% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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: +11 (+1 eff.) Armour penetration: +9 Physical crit. chance: +12.0% Changes resistances penetration: +12% physical Sharp, short and deadly. |
![]() truestriking voratun dagger of purging (148% power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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: +12 (+1 eff.) Armour penetration: +12 Changes resistances penetration: +12% physical Sharp, short and deadly. |
![]() voratun dagger of nature (148% power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +12% nature Sharp, short and deadly. |
![]() warbringer's dwarven-steel dagger of torment (121% power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +9% physical / +8% mind / +9% darkness Disarm immunity: +17% Sharp, short and deadly. |
![]() warbringer's iron dagger (100% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +12% Sharp, short and deadly. |
![]() warbringer's iron dagger of massacre (113% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 113% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +6% physical Disarm immunity: +10% Sharp, short and deadly. |
![]() warbringer's voratun dagger of the leech (147% power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 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 14% * leeches stamina from the target When wielded/worn: Physical power: +12 (+1 eff.) Damage when hit (Melee): 16 nature slow Changes stats: +6 Con Changes resistances penetration: +12% physical Disarm immunity: +28% Sharp, short and deadly. |
![]() Brightvagrant (198% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 199% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 53% chance to blind * 28% chance to disease * 20% chance to torment the target Damage (Melee): +28 blight Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 arcane Changes resistances: +6% arcane Changes resistances penetration: +21% mind / +21% darkness / +10% light Changes damage: +9% mind Disease immunity: +49% Massive two-handed mauls. |
![]() Duskwalker (181% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 20% chance to torment the target Burst (radius 1) on hit: +12 darkness / +23 fire Burst (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances penetration: +24% acid / +21% darkness / +24% fire / +24% cold / +21% mind / +24% lightning Changes damage: +12% mind Mental save: +20 (+2 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+0 eff.) Massive two-handed mauls. |
![]() Furnacerage (169% 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. Power: 170% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +19 (+1 eff.) Fatigue: -8% Changes stats: +3 Str / +9 Dex / +2 Cun / +3 Con Changes resistances: +9% lightning / +9% cold / +15% darkness / +15% blight Changes damage: +15% fire Mental save: +30 (+3 eff.) Massive two-handed mauls. |
![]() Lisumissra (178% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Melee): +28 temporal / +23 nature / +12 arcane Burst (radius 1) on hit: +4 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes stats: +3 Wil / +3 Mag Changes resistances: +14% all Changes resistances penetration: +21% nature Changes damage: +6% blight Critical mult.: +5.00% Vim when firing critical spell: +3.00 Spell crit. chance: +3% Massive two-handed mauls. |
![]() Shockqueen the voratun greatmaul (179% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 45% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Melee): +73 insidious poison When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Armour: +8 Changes resistances: +1% physical / +3% light / +9% blight / +6% cold / +3% nature Changes resistances penetration: +19% acid / +5% lightning Cut immunity: +10% Confusion immunity: +5% Life regen: +4.00 Massive two-handed mauls. |
![]() chilling stralite greatmaul of crippling (170% 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. Power: 170% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +35 cold When wielded/worn: Physical crit. chance: +19.0% Massive two-handed mauls. |
![]() flaming stralite greatmaul of corruption (170% power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 171% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 24% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +24 fire Massive two-handed mauls. |
![]() glacial stralite greatmaul of erosion (162% power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 162% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +24 nature / +24 temporal Burst (radius 2) on crit: +35 ice When wielded/worn: Armour: +19 Changes resistances penetration: +14% cold Massive two-handed mauls. |
![]() inquisitor's stralite greatmaul of nature (165% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 165% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 31 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +19% nature Massive two-handed mauls. |
![]() plaguebringer's stralite greatmaul of crippling (168% 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. Power: 168% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 24% chance to disease On weapon crit: * cripple the target Damage (Melee): +24 blight When wielded/worn: Physical crit. chance: +17.0% Disease immunity: +29% Massive two-handed mauls. |
![]() quick stralite greatmaul of ruin (169% 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. Power: 170% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +19 (+1 eff.) Armour penetration: +19 Physical crit. chance: +19.0% Changes stats: +7 Dex Critical mult.: +26.00% Massive two-handed mauls. |
![]() stralite greatmaul 'Duathelvortex' (162% power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 163% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 53% chance to inflict 15% damage reduction Damage (Melee): +12 light / +23 darkness Burst (radius 1) on hit: +12 nature Damage against: +21% Living When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes resistances: +9% nature / +12% darkness / +9% light Changes resistances penetration: +15% darkness Changes damage: +6% nature Massive two-handed mauls. |
![]() thunderous dwarven-steel greatmaul of shearing (153% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 154% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 33% chance to daze at end of turn When wielded/worn: Armour penetration: +16 Changes stats: +5 Str / +5 Dex / +5 Mag / +3 Wil / +5 Cun / +5 Con Changes resistances penetration: +14% lightning / +16% physical Changes damage: +13% physical Massive two-handed mauls. |
![]() thunderous stralite greatmaul (167% power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 30% chance to daze at end of turn When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +19% lightning Massive two-handed mauls. |
![]() truestriking dwarven-steel greatmaul of nature (148% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 149% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +16 Changes resistances: +10% all Changes resistances penetration: +16% nature / +16% physical Massive two-handed mauls. |
![]() truestriking iron greatmaul of ruin (114% 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. Power: 114% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Physical crit. chance: +10.0% Changes resistances penetration: +10% physical Critical mult.: +17.00% Massive two-handed mauls. |
![]() truestriking steel greatmaul of ruin (132% 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. Power: 133% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +25 Physical crit. chance: +13.0% Changes resistances penetration: +13% physical Critical mult.: +20.00% Massive two-handed mauls. |
![]() voratun greatmaul 'Olakhad' (180% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 49% chance to corrode armour by 30% Damage (Melee): +12 physical When wielded/worn: Accuracy: +21 (+2 eff.) Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +10 Dex / +3 Con Changes resistances: +23% acid / +24% fire / +20% lightning / +24% cold Changes resistances penetration: +16% acid / +20% physical Changes damage: +15% mind Spell save: +21 (+2 eff.) Life regen: +3.00 Only die when reaching: -80.00 life Infravision radius: +3 Massive two-handed mauls. |
![]() warbringer's dwarven-steel greatmaul of paradox (151% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 temporal When wielded/worn: Physical power: +16 (+1 eff.) Damage when hit (Melee): 16 temporal Changes stats: +5 Con Changes resistances: +20% temporal Changes resistances penetration: +16% physical Disarm immunity: +35% Massive two-handed mauls. |
![]() warbringer's iron greatmaul (118% 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. Power: 118% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +10% physical Disarm immunity: +21% Massive two-handed mauls. |
![]() Blazestun (154% 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. Power: 154% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +66% Damage (Melee): +28 lightning When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 20 physical Changes resistances: +4% physical Critical mult.: +23.00% Life regen: +1.00 Maximum stamina: +10.00 Massive two-handed swords. |
![]() Boltgrit (173% 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 / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * 48% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +35 mind When wielded/worn: Armour penetration: +21 Changes stats: +10 Cun / +10 Wil Changes resistances: +6% temporal / +6% light / +3% blight / +3% darkness / +3% nature / +6% arcane Changes resistances penetration: +21% physical Changes damage: +21% physical Disarm immunity: +10% Massive two-handed swords. |
![]() Daytouch (129% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Mind Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +42 insidious poison / +12 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +3% light Changes damage: +12% light Grants telepathy: All Critical mult.: +15.00% Mental save: +40 (+4 eff.) Equilibrium when hit: +0.16 Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed swords. |
![]() Emydamina (157% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to disease Damage (Melee): +24 blight Burst (radius 2) on crit: +17 ice When wielded/worn: Physical power: +19 (+1 eff.) Armour: +9 Changes stats: +4 Mag / +2 Con Changes resistances penetration: +12% physical / +15% mind / +12% cold Changes damage: +9% arcane Disarm immunity: +39% Massive two-handed swords. |
![]() Hondur the Blazeguile (157% 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. Power: 157% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +19 (+1 eff.) Defense: +19 (+2 eff.) Changes resistances: +20% mind / +6% fire Changes resistances penetration: +15% mind Critical mult.: +10.00% Disarm immunity: +62% Psi when hit: +0.16 Mindpower: +10 (+0 eff.) Massive two-handed swords. |
![]() Lightningclamor (125% 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. Power: 126% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to daze at end of turn Damage (Melee): +8 nature Burst (radius 2) on crit: +20 lightning When wielded/worn: Accuracy: +6 (+0 eff.) Physical power: +6 (+1 eff.) Changes stats: +2 Dex / +3 Con Changes resistances: +16% acid / +16% fire / +16% lightning / +16% cold Changes damage: +21% physical Spell save: +13 (+2 eff.) Maximum stamina: +15.00 Massive two-handed swords. |
![]() Lightresolve the stralite greatsword (159% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% lightning / +18% light / +15% fire / +12% nature / +12% all Changes resistances penetration: +19% nature Blindness immunity: +20% Disarm immunity: +20% Confusion immunity: +55% Knockback immunity: +15% Massive two-handed swords. |
![]() Lisimina the stralite greatsword (160% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +4 Dex / +6 Cun Changes resistances: +21% acid / +16% fire / +21% lightning / +21% cold Reduces incoming crit damage: 15.00% Spell save: +19 (+2 eff.) Mental save: +40 (+4 eff.) Poison immunity: +15% Disease immunity: +15% Teleport immunity: +30% Massive two-handed swords. |
![]() Rhyrand the Unlightspawner (161% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 23% * leeches stamina from the target Damage (Melee): +12 darkness / +12 light When wielded/worn: Physical power: +8 (+1 eff.) Armour: +8 Damage when hit (Melee): 24 nature slow Changes damage: +12% physical Physical save: +18 (+2 eff.) Mental save: +9 (+1 eff.) Stamina each turn: +1.40 Psi when hit: +0.12 Only die when reaching: -100.00 life Healing mod.: +15% Massive two-handed swords. |
![]() Silutha the Shimmerbender (129% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 darkness When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +8 Defense: +13 (+2 eff.) Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +10 Dex Disarm immunity: +35% Stamina each turn: +0.60 Healing mod.: +30% Massive two-handed swords. |
![]() Xumina the voratun greatsword (171% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +28 darkness Burst (radius 2) on crit: +42 ice Damage against: +28% Living When wielded/worn: Physical crit. chance: +21.0% Armour: +17 Changes stats: +4 Mag Changes resistances: +18% mind Changes resistances penetration: +20% mind / +21% cold Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% Massive two-handed swords. |
![]() balanced steel greatsword of massacre (145% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 146% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+1 eff.) Defense: +13 (+2 eff.) Disarm immunity: +45% Massive two-handed swords. |
![]() blazebringer's dwarven-steel greatsword of torment (149% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +17 fire When wielded/worn: Changes resistances penetration: +14% fire / +16% mind / +16% darkness Global speed: +6% Massive two-handed swords. |
![]() blazebringer's steel greatsword of the leech (124% power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 124% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical 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% * leeches stamina from the target Burst (radius 2) on crit: +16 fire When wielded/worn: Damage when hit (Melee): 16 nature slow Changes resistances penetration: +13% fire Global speed: +4% Massive two-handed swords. |
![]() caustic iron greatsword of evisceration (118% 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. Power: 118% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+1 eff.) Changes resistances penetration: +10% acid Life regen: +1.26 Massive two-handed swords. |
![]() chilling steel greatsword of massacre (148% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 148% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +21 cold Massive two-handed swords. |
![]() dwarven-steel greatsword 'Splendourscar' (144% 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. Power: 145% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind / +16 light When wielded/worn: Armour penetration: +14 Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 16 mind Changes resistances: +15% light Changes resistances penetration: +16% physical / +15% light / +25% mind Changes damage: +6% acid / +13% physical Light radius: +4 Massive two-handed swords. |
![]() dwarven-steel greatsword of projection (140% power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 140% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% 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) Massive two-handed swords. |
![]() dwarven-steel greatsword of ruin (144% 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. Power: 144% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +14.0% Critical mult.: +23.00% Massive two-handed swords. |
![]() dwarven-steel greatsword of shearing (139% 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. Power: 139% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Changes resistances penetration: +13% physical Changes damage: +16% physical Massive two-handed swords. |
![]() glacial iron greatsword of crippling (110% 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. Power: 110% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +14 ice When wielded/worn: Physical crit. chance: +10.0% Armour: +10 Changes resistances penetration: +10% cold Massive two-handed swords. |
![]() glacial voratun greatsword of shearing (175% 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. Power: 175% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +34 ice When wielded/worn: Armour penetration: +20 Armour: +20 Changes resistances penetration: +21% physical / +21% cold Changes damage: +21% physical Massive two-handed swords. |
![]() hateful stralite greatsword of ruin (158% 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. Power: 158% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 darkness Damage against: +24% Living When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Critical mult.: +26.00% Massive two-handed swords. |
![]() inquisitor's iron greatsword of crippling (113% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 19 arcane resource burn On weapon crit: * cripple the target * burns latent spell energy When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
![]() insidious stralite greatsword of disruption (160% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +70 insidious poison Damage against: +26% Unnatural Massive two-handed swords. |
![]() manaburning steel greatsword of amnesia (128% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 128% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed swords. |
![]() quick iron greatsword of persecution (114% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 114% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 111% Damage against: +14% Unnatural When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +5 Dex / +5 Wil Massive two-handed swords. |
![]() quick steel greatsword of crippling (124% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 124% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Changes stats: +5 Dex Massive two-handed swords. |
![]() quick stralite greatsword of evisceration (162% 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. Power: 163% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing When wielded/worn: Accuracy: +19 (+1 eff.) Physical crit. chance: +17.0% Physical power: +19 (+1 eff.) Changes stats: +9 Dex Massive two-handed swords. |
![]() quick voratun greatsword of disruption (172% 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. Power: 173% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical 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: +41% Unnatural When wielded/worn: Accuracy: +21 (+2 eff.) Changes stats: +10 Dex Massive two-handed swords. |
![]() quick voratun greatsword of nature (170% 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. Power: 170% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +20 (+1 eff.) Changes stats: +10 Dex Changes resistances: +13% all Changes resistances penetration: +17% nature Massive two-handed swords. |
![]() quick voratun greatsword of persecution (172% 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. Power: 173% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% Damage against: +33% Unnatural When wielded/worn: Accuracy: +21 (+2 eff.) Changes stats: +10 Dex / +9 Wil Massive two-handed swords. |
![]() quick voratun greatsword of torment (172% 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. Power: 172% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +20 (+1 eff.) Changes stats: +10 Dex Changes resistances penetration: +21% mind / +20% darkness Massive two-handed swords. |
![]() stralite greatsword 'Cobrawilder' (161% 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. Power: 162% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Armour penetration: +17 Effects on melee hit: * Slows global speed by 40% * 26 arcane resource burn Changes stats: +3 Cun Changes resistances: +9% light / +6% darkness Changes resistances penetration: +17% physical Changes damage: +19% physical / +15% nature / +9% mind Maximum hate: +13.00 Maximum psi: +30.00 Massive two-handed swords. |
![]() stralite greatsword 'Dazzleprophet' (180% 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. Power: 180% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40 arcane resource burn When wielded/worn: Armour: +4 Changes resistances: +9% mind / +6% arcane Changes damage: +12% light Reduces incoming crit damage: 10.00% Spell save: +30 (+3 eff.) Mental save: +46 (+5 eff.) Poison immunity: +20% Teleport immunity: +10% Massive two-handed swords. |
![]() stralite greatsword 'Delezilalen' (179% 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. Power: 180% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40 arcane resource burn Burst (radius 1) on hit: +8 mind When wielded/worn: Effects on melee hit: * 40% chance to corrode armour by 30% Changes resistances: +12% lightning / +6% temporal Changes resistances penetration: +15% mind / +25% acid Changes damage: +6% mind Massive two-handed swords. |
![]() stralite greatsword 'Lisina' (160% power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% 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) Damage (Melee): +24 mind When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% fire Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 20.00% Mental save: +15 (+2 eff.) Cut immunity: +20% Pinning immunity: +10% Teleport immunity: +10% Massive two-handed swords. |
![]() thunderous iron greatsword (113% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% 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: +10% lightning Massive two-handed swords. |
![]() thunderous iron greatsword of shearing (110% 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. Power: 110% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% chance to daze at end of turn When wielded/worn: Armour penetration: +10 Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning / +10% physical Changes damage: +10% physical Massive two-handed swords. |
![]() thunderous steel greatsword of evisceration (126% power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% lightning Massive two-handed swords. |
![]() thunderous voratun greatsword of erosion (175% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 45% chance to daze at end of turn Damage (Melee): +26 nature / +27 temporal When wielded/worn: Changes stats: +3 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +19% lightning Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of rage (146% 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. Power: 147% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +32 (+2 eff.) Armour penetration: +14 Changes stats: +7 Str Changes resistances penetration: +16% physical Changes damage: +14% physical Stamina when hit: +3.00 Massive two-handed swords. |
![]() truestriking iron greatsword of torment (113% power, 1 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical / +10% mind / +10% darkness Massive two-handed swords. |
![]() truestriking stralite greatsword of amnesia (160% 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. Power: 161% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +19 (+1 eff.) Armour penetration: +19 Changes resistances penetration: +19% physical Massive two-handed swords. |
![]() truestriking stralite greatsword of erosion (162% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 163% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 nature / +24 temporal When wielded/worn: Accuracy: +19 (+1 eff.) Armour penetration: +19 Changes resistances penetration: +19% physical Massive two-handed swords. |
![]() warbringer's iron greatsword of crippling (115% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +21% Massive two-handed swords. |
![]() warbringer's steel greatsword of nature (129% power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +6 Con Changes resistances: +9% all Changes resistances penetration: +13% nature / +13% physical Disarm immunity: +28% Massive two-handed swords. |
![]() warbringer's voratun greatsword of massacre (195% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 196% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +20 (+2 eff.) Changes stats: +9 Con Changes resistances penetration: +21% physical Disarm immunity: +49% Massive two-handed swords. |
![]() Balonarisin the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to corrode armour by 30% Burst (radius 1) on hit: +8 arcane When wielded/worn: Accuracy: +40 (+3 eff.) Armour penetration: +3 Physical crit. chance: +44.0% Physical power: +4 (+0 eff.) Changes resistances penetration: +5% arcane Critical mult.: +5.00% Stamina each turn: +0.20 Longbows are used to shoot arrows at your foes. |
![]() Loruzilafang the Tempestpunish Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +18.0% Physical power: +18 (+1 eff.) Changes stats: +13 Str / +2 Dex / +1 Cun Changes resistances: +3% lightning Changes resistances penetration: +10% lightning / +23% physical / +21% temporal Changes damage: +33% physical / +33% temporal Talent cooldown: Arrow Stitching (-1 turn) Critical mult.: +15.00% Maximum stamina: +15.00 Light radius: +2 Longbows are used to shoot arrows at your foes. |
![]() ash longbow 'Blazebolt' Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +17 cold When wielded/worn: Physical crit. chance: +3.0% Physical power: +26 (+2 eff.) Armour: +14 Changes stats: +3 Str / +3 Con Changes resistances: +4% physical / +9% fire Changes resistances penetration: +20% fire / +14% cold Psi when hit: +0.32 Heals friendly targets nearby when you use a nature summon: +30 Longbows are used to shoot arrows at your foes. |
![]() ash longbow of true flight Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +14.0% Longbows are used to shoot arrows at your foes. |
![]() ash longbow of true flight Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +14.0% Longbows are used to shoot arrows at your foes. |
![]() keeper's elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +20.0% Changes resistances penetration: +20% physical / +20% temporal Changes damage: +30% physical / +29% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() mage-hunter's ash longbow of true flight Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +12.0% Effects on ranged hit: * 20 arcane resource burn Changes stats: +6 Cun / +6 Wil Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +14 (+1 eff.) Longbows are used to shoot arrows at your foes. |
![]() mighty yew longbow of recursion Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +8 Str Longbows are used to shoot arrows at your foes. |
![]() penetrating elven-wood longbow of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +32% physical Damage Shield penetration: +75% Longbows are used to shoot arrows at your foes. |
![]() throat-seeking yew longbow of nature Requires: - Dexterity 24 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +61 nature When wielded/worn: Changes resistances: +11% all Changes resistances penetration: +31% nature Longbows are used to shoot arrows at your foes. |
![]() thunderous yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 21% chance to daze at end of turn When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +17% lightning Longbows are used to shoot arrows at your foes. |
![]() Abyssrune (125% power, 9 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom Damage (Melee): +11 darkness Burst (radius 1) on hit: +12 physical Damage against: +14% Living When wielded/worn: Armour penetration: +5 Armour: +6 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Damage when hit (Melee): 16 physical Changes stats: +2 Dex Changes resistances: +30% fire Sharp, long, and deadly. |
![]() Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 70% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 34037813386.40 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() Charstar (152% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +18 temporal Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +15 Damage when hit (Melee): 14 temporal / 12 fire Changes resistances: +15% cold / +3% darkness / +20% temporal Changes resistances penetration: +15% physical / +10% fire Changes damage: +9% arcane / +6% fire Mental save: +9 (+1 eff.) Poison immunity: +20% Confusion immunity: +10% Global speed: +6% Sharp, long, and deadly. |
![]() Isilrarianor (141% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 17% * leeches stamina from the target When wielded/worn: Armour: +6 Damage when hit (Melee): 17 nature slow Changes resistances: +9% mind / +12% temporal Reduces incoming crit damage: 20.00% Physical save: +39 (+4 eff.) Mental save: +40 (+4 eff.) Disease immunity: +15% Pinning immunity: +25% Stun/Freeze immunity: +30% Sharp, long, and deadly. |
![]() Lisudheth (155% power, 7 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing * cripple the target Damage (Melee): +20 lightning When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +1 Physical crit. chance: +27.0% Physical power: +14 (+1 eff.) Armour: +2 Damage when hit (Melee): 8 physical Critical mult.: +12.00% Only die when reaching: -20.00 life Healing mod.: +5% Sharp, long, and deadly. |
![]() Neriwen the voratun longsword (154% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Melee): +8 mind Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +12.0% Physical power: +13 (+1 eff.) Defense: +14 (+2 eff.) Changes resistances: +3% temporal / +6% darkness / +3% fire / +3% mind / +5% arcane Changes resistances penetration: +15% fire Changes damage: +6% acid Spell save: +6 (+1 eff.) Disarm immunity: +50% Global speed: +6% Sharp, long, and deadly. |
![]() Polulratta (153% 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 / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn * 53% chance to cause random gloom On weapon crit: * burns latent spell energy Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Armour penetration: +14 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Changes resistances: +9% mind Changes resistances penetration: +15% physical Changes damage: +14% physical Mental save: +30 (+3 eff.) Cut immunity: +15% Sharp, long, and deadly. |
![]() balanced steel longsword of massacre (129% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 129% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+1 eff.) Disarm immunity: +30% Sharp, long, and deadly. |
![]() balanced voratun longsword of crippling (152% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +15.0% Defense: +12 (+2 eff.) Disarm immunity: +47% Sharp, long, and deadly. |
![]() blazebringer's iron longsword (103% power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +7 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +2% Sharp, long, and deadly. |
![]() dwarven-steel longsword of nature (124% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +11% nature Sharp, long, and deadly. |
![]() elemental stralite longsword of massacre (159% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 160% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +15% acid / +15% fire / +15% lightning / +15% cold Sharp, long, and deadly. |
![]() flaming stralite longsword of massacre (157% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +16 fire Sharp, long, and deadly. |
![]() hateful iron longsword of erosion (105% power, 2 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 106% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 temporal / +8 darkness / +8 nature Damage against: +8% Living Sharp, long, and deadly. |
![]() inquisitor's stralite longsword of evisceration (139% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 22 arcane resource burn On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing * burns latent spell energy When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Sharp, long, and deadly. |
![]() insidious steel longsword of massacre (124% power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 124% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 insidious poison Sharp, long, and deadly. |
![]() insidious stralite longsword of massacre (157% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +50 insidious poison Sharp, long, and deadly. |
![]() iron longsword (105% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 106% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() quick steel longsword of crippling (115% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 115% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Changes stats: +4 Dex Sharp, long, and deadly. |
![]() quick stralite longsword (140% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 140% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +13 (+1 eff.) Changes stats: +6 Dex Sharp, long, and deadly. |
![]() quick voratun longsword of rage (154% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +29 (+2 eff.) Changes stats: +5 Str / +5 Dex Changes damage: +15% physical Stamina when hit: +2.50 Sharp, long, and deadly. |
![]() steel longsword 'Morningwinnow' (112% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 112% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +21 (+3 eff.) Ranged Defense: +12 (+1 eff.) Changes stats: +4 Wil / +5 Mag Changes resistances: +12% acid Changes damage: +12% light Disease immunity: +60% Disarm immunity: +32% Maximum psi: +60.00 Light radius: +4 Sharp, long, and deadly. |
![]() stralite longsword of amnesia (136% power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 137% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, long, and deadly. |
![]() thunderous voratun longsword of the leech (154% power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn * Slows global speed by 19% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 20 nature slow Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% lightning Sharp, long, and deadly. |
![]() truestriking dwarven-steel longsword of dampening (125% power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Changes resistances: +13% acid / +13% fire / +10% lightning / +13% cold Changes resistances penetration: +9% physical Spell save: +11 (+1 eff.) Sharp, long, and deadly. |
![]() truestriking steel longsword (114% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 114% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Sharp, long, and deadly. |
![]() truestriking stralite longsword of dampening (142% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +13 Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes resistances penetration: +10% physical Spell save: +9 (+1 eff.) Sharp, long, and deadly. |
![]() truestriking stralite longsword of persecution (142% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 143% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage against: +24% Unnatural When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +13 Changes stats: +6 Wil Changes resistances penetration: +13% physical Sharp, long, and deadly. |
![]() voratun longsword 'Ce'Nymina' (168% power, 7 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 169% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +15 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +4 Defense: +15 (+2 eff.) Changes resistances: +9% temporal / +6% fire Changes damage: +3% acid Disarm immunity: +48% Sharp, long, and deadly. |
![]() voratun longsword 'Prismgrit' (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 light Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +4 light / +8 physical Damage against: +28% Undead When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +15 Physical power: +17 (+1 eff.) Damage when hit (Melee): 12 blight Changes stats: +1 Dex / +7 Con Changes resistances penetration: +30% physical Critical mult.: +5.00% Spell save: +9 (+1 eff.) Disarm immunity: +25% Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -20.00 life Sharp, long, and deadly. |
![]() warbringer's dwarven-steel longsword (127% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +11% physical Disarm immunity: +25% Sharp, long, and deadly. |
![]() warbringer's iron longsword of amnesia (102% power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +15% Sharp, long, and deadly. |
![]() Arythra the voratun mace (156% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Melee): +59 insidious poison When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+1 eff.) Damage when hit (Melee): 12 acid Changes stats: +4 Wil Spell save: +9 (+1 eff.) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +120.00 Blunt and deadly. |
![]() Earykor the voratun mace (158% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 34% chance to corrode armour by 30% Damage (Melee): +27 cold When wielded/worn: Armour penetration: +12 Physical crit. chance: +15.0% Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Changes resistances: +6% mind / +3% light / +6% arcane Changes resistances penetration: +15% acid Critical mult.: +20.00% Mental save: +10 (+1 eff.) Blindness immunity: +20% Silence immunity: +5% Life regen: +2.20 Blunt and deadly. |
![]() Mayille the Treezeal (154% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +46 insidious poison When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +14.0% Armour: +10 Damage when hit (Melee): 8 nature Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +11% lightning / +15% physical Changes damage: +6% mind Blunt and deadly. |
![]() Sepsiswarden (125% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 125% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 26 arcane resource burn Changes resistances: +9% temporal / +27% fire / +12% cold / +6% arcane / +24% nature Blunt and deadly. |
![]() Tenaristir the Wildmortal (155% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +20 nature Damage against: +30% Unnatural When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 12 nature Changes stats: +2 Con / +9 Wil Changes resistances: +6% nature / +6% darkness Grants telepathy: Demon/Minor Demon/Major Light radius: +4 Blunt and deadly. |
![]() Windgash (172% 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 Power: 172% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +20 lightning When wielded/worn: Changes resistances: +6% lightning / +12% temporal / +18% nature Changes resistances penetration: +15% temporal Changes damage: +9% lightning Blunt and deadly. |
![]() Yvekira the Poxthorn (148% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 149% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 nature / +17 temporal When wielded/worn: Changes stats: +5 Cun Changes damage: +15% nature Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +61 (+7 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 Blunt and deadly. |
![]() arcing dwarven-steel mace of amnesia (128% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 128% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +14 lightning When wielded/worn: Blunt and deadly. |
![]() balanced steel mace (112% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 112% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +8 (+1 eff.) Disarm immunity: +32% Blunt and deadly. |
![]() balanced steel mace of vileness (111% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 111% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 13% chance to disease Damage (Melee): +15 blight When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+1 eff.) Disarm immunity: +28% Blunt and deadly. |
![]() balanced stralite mace of amnesia (142% power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 142% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +13 (+1 eff.) Defense: +13 (+2 eff.) Disarm immunity: +40% Blunt and deadly. |
![]() dwarven-steel mace 'Relgydorin' (134% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +35 insidious poison When wielded/worn: Changes stats: +9 Cun / +3 Con Changes resistances: +15% mind Grants telepathy: Humanoid/Orc Mindpower: +6 (+0 eff.) Infravision radius: +4 See invisible: +24 Heals friendly targets nearby when you use a nature summon: +30 Blunt and deadly. |
![]() dwarven-steel mace of projection (133% power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 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) Blunt and deadly. |
![]() dwarven-steel mace of purging (133% power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature Blunt and deadly. |
![]() elemental stralite mace of massacre (158% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 158% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +15% acid / +15% fire / +14% lightning / +13% cold Blunt and deadly. |
![]() iron mace 'Duvarach' (107% power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 107% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +20 insidious poison When wielded/worn: Changes resistances: +9% cold / +21% nature / +6% arcane Reduces incoming crit damage: 20.00% Mental save: +40 (+4 eff.) Disarm immunity: +25% Knockback immunity: +15% Blunt and deadly. |
![]() plaguebringer's stralite mace (148% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 149% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease Damage (Melee): +17 blight When wielded/worn: Disease immunity: +26% Blunt and deadly. |
![]() quick dwarven-steel mace of evisceration (132% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +10.0% Physical power: +8 (+1 eff.) Changes stats: +5 Dex Blunt and deadly. |
![]() steel mace 'Stokegrinder' (102% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 102% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +27 insidious poison When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Effects on melee hit: * 40% chance to blind Changes damage: +18% light / +27% fire Grants telepathy: Dragon Physical save: +64 (+6 eff.) Maximum life: +30.00 Blunt and deadly. |
![]() warbringer's iron mace of nature (102% power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 102% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes resistances: +3% all Changes resistances penetration: +7% nature / +7% physical Disarm immunity: +14% Blunt and deadly. |
![]() Blindmaster (75% power, 12 apr, mind 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 hates not to be wrathful. Power: 75% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 53% chance to daze at end of turn Damage (Melee): +12 darkness Burst (radius 1) on hit: +20 darkness When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +12% temporal / +9% darkness / +21% blight / +15% cold / +12% fire Changes resistances penetration: +6% mind / +7% darkness Changes damage: +8% mind / +9% darkness Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Bokinarihek the living mindstar (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Cun Changes resistances: +7% mind / +12% cold Changes resistances penetration: +5% mind Changes damage: +5% mind Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +5.00% Spell save: +6 (+1 eff.) Mental save: +12 (+2 eff.) Psi when hit: +2.50 Hate per kill: +3.00 Psi per kill: +2.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +16% It can be used to inflict 41700000412.83 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Eilinuldarina the Tempestkiller (77% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +16 lightning When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +9% acid / +12% nature / +6% arcane Changes damage: +12% lightning Spell save: +9 (+1 eff.) Blindness immunity: +10% Silence immunity: +35% Knockback immunity: +30% Life regen: +0.80 Maximum life: +18.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Flashspawn (111% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 111% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction Burst (radius 1) on hit: +28 fire When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * Slows global speed by 10% Changes stats: +4 Cun / +4 Wil Changes resistances: +15% lightning / +3% fire / +9% physical Changes resistances penetration: +8% physical Changes damage: +9% lightning / +10% physical / +10% nature Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% It can be used to inflict 42100000416.79 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Forestnoon the mossy mindstar (77% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 53% Damage (Melee): +16 mind Burst (radius 1) on hit: +12 nature When wielded/worn: Changes stats: +2 Str / +5 Con Mental save: +25 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum psi: +18.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Murkkin the living mindstar (112% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This mindstar will resonate with other psionic mindstars. Power: 112% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction * 26% chance to disease Damage when hit (Melee): 8 blight / 9 mind / 10 darkness Changes resistances: +10% mind / +6% lightning Changes resistances penetration: +7% acid / +7% physical / +15% lightning / +10% fire / +4% mind / +10% cold Changes damage: +14% acid / +9% physical / +23% darkness / +15% fire / +20% mind / +15% cold Psi when hit: +2.50 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Rotclamor (75% power, 14 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +14 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 53% Burst (radius 2) on crit: +20 nature When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +4.0% Physical power: +10 (+1 eff.) Changes damage: +6% physical Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Shimmerstone (109% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar summons a caller. Power: 109% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 mind When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Cun / +7 Wil Changes resistances: +9% blight Changes resistances penetration: +10% lightning Changes damage: +7% nature / +3% mind Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Physical save: +9 (+1 eff.) Mental save: +3 (+1 eff.) Disease immunity: +21% Mindpower: +19 (+1 eff.) Mental crit. chance: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Thermal Focus (109% power, 32 apr, fire damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+2 eff.) Psi each turn: +1.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
![]() Ulfudevon the thorny mindstar (98% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +16.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% temporal Changes resistances penetration: +15% mind Changes damage: +9% mind Physical save: +7 (+1 eff.) Spell save: +28 (+3 eff.) Mental save: +7 (+1 eff.) Cut immunity: +15% Equilibrium when hit: +1.40 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Yarigatar the vined mindstar (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 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% On weapon hit: * 16 arcane resource burn When wielded/worn: Armour penetration: +3 Armour: +8 Changes resistances: +6% arcane / +9% darkness Critical mult.: +9.00% Spell save: +40 (+4 eff.) Mental save: +18 (+2 eff.) Poison immunity: +15% Cut immunity: +30% Maximum life: +30.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() absorbing living mindstar of persecution (113% power, 40 apr, mind damage) 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 mindstar absorbs psionic energy that needs to be projected. Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +27% Unnatural When wielded/worn: Changes resistances: +25% lightning / +25% fire / +20% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() absorbing pulsing mindstar of balance (108% 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 mindstar absorbs psionic energy that needs to be projected. Power: 108% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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: +21% lightning / +21% fire / +21% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Physical save: +9 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +8 (+1 eff.) Equilibrium when hit: +2.10 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() absorbing pulsing mindstar of sand (109% 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 sand should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power: 109% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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): 17 physical Changes resistances: +21% lightning / +21% fire / +17% physical / +21% cold Changes resistances penetration: +17% physical Changes damage: +16% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mindpower: +8 (+0 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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. |
![]() blooming thorny mindstar of flames (97% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 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. Power: 97% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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): 14 fire Changes resistances: +13% fire Changes resistances penetration: +13% fire Changes damage: +10% fire Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Global speed: +4% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +21 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() caller's living mindstar of frost (112% 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 mindstar calls for a summoner. This natural frost should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes resistances: +18% cold Changes resistances penetration: +10% acid / +10% fire / +30% cold / +10% physical Changes damage: +15% acid / +10% fire / +32% cold / +15% physical Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() caller's pulsing mindstar of life (109% 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 mindstar calls for a summoner. Power: 109% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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 penetration: +9% acid / +8% fire / +9% cold / +9% physical Changes damage: +13% acid / +13% fire / +9% cold / +11% physical Life regen: +1.70 Maximum life: +42.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's vined mindstar of persecution (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar dreams of an epiphany. Power: 87% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +15% Unnatural When wielded/worn: Changes resistances: +13% mind Mental save: +6 (+1 eff.) Maximum psi: +26.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous mossy mindstar of sand (77% power, 12 apr, mind 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 natural sand should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Power: 77% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 physical Changes resistances: +8% physical Changes resistances penetration: +8% physical Changes damage: +9% mind / +6% physical Psi when firing a critical mind attack: +0.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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. |
![]() epiphanous vined mindstar of storms (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. Power: 87% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +10% lightning Changes resistances penetration: +10% lightning Changes damage: +11% mind / +11% lightning Mindpower: +7 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted pulsing mindstar of clarity (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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: Mental save: +9 (+1 eff.) Maximum psi: +42.00 Mindpower: +18 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious living mindstar of balance (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% nature Changes resistances penetration: +10% nature Changes damage: +10% nature Talent mastery: +0.20 Wild-gift / Harmony Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +5.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious living mindstar of the jelly (115% 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 harmonious mindstar will complement other natural mindstars. Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% nature Changes resistances penetration: +9% nature Changes damage: +10% nature / +8% acid Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +4.30 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious living mindstar of venom (113% 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. This harmonious mindstar will complement other natural mindstars. Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 19 acid Changes resistances: +10% nature / +20% acid Changes resistances penetration: +10% nature / +20% acid Changes damage: +10% nature / +15% acid Talent mastery: +0.20 Wild-gift / Harmony Life regen: +2.00 Equilibrium when hit: +2.20 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious pulsing mindstar of resolve (108% 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 harmonious mindstar will complement other natural mindstars. Power: 108% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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 stats: +7 Wil Changes resistances: +9% nature Changes resistances penetration: +9% nature Changes damage: +9% nature Talent mastery: +0.20 Wild-gift / Harmony Physical save: +9 (+1 eff.) Equilibrium when hit: +2.10 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious thorny mindstar of venom (100% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 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 harmonious mindstar will complement other natural mindstars. Power: 100% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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): 14 acid Changes resistances: +14% acid / +7% nature Changes resistances penetration: +14% acid / +5% nature Changes damage: +14% acid / +7% nature Talent mastery: +0.20 Wild-gift / Harmony Life regen: +1.40 Equilibrium when hit: +1.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hateful pulsing mindstar of persecution (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 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. Power: 107% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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% On weapon hit: * disrupts spell-casting Damage against: +25% Unnatural When wielded/worn: Changes resistances penetration: +11% mind / +13% darkness Changes damage: +18% mind / +21% darkness Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hateful thorny mindstar of sand (94% 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. This psionic mindstar hates not to be wrathful. Power: 95% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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): 14 physical Changes resistances: +13% physical Changes resistances penetration: +11% physical / +10% mind / +11% darkness Changes damage: +14% physical / +17% mind / +17% darkness Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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. |
![]() honing pulsing mindstar of flames (107% 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 fire should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power: 107% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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): 15 fire Changes stats: +4 Cun / +4 Wil Changes resistances: +16% fire / +9% physical Changes resistances penetration: +17% fire / +9% physical Changes damage: +17% fire / +9% physical Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() honing thorny mindstar of flames (100% 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 honing mindstar will focus other psionic mindstars. Power: 100% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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): 14 fire Changes stats: +3 Cun / +3 Wil Changes resistances: +4% physical / +14% fire Changes resistances penetration: +7% physical / +13% fire Changes damage: +7% physical / +14% fire Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() honing vined mindstar of sand (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power: 85% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 physical Changes stats: +2 Cun / +3 Wil Changes resistances: +15% physical Changes resistances penetration: +17% physical Changes damage: +17% physical Talents cooldown: Frenzied Focus (+0(-) turn) Brain Storm (+0(-) turn) Charged Aura (+0(-) turn) Thermal Aura (+0(-) turn) Pyrokinesis (+0(-) turn) Kinetic Aura (+0(-) turn) Mindpower: +4 (+0 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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 pulsing mindstar of frost (105% 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 frost should be returned to the wyrm. Power: 106% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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: Armour: +9 Damage when hit (Melee): 17 ice / 9 mind / 9 darkness Changes resistances: +16% cold Changes resistances penetration: +16% cold Changes damage: +17% cold / +7% mind / +9% darkness Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying pulsing mindstar of venom (104% 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 venom should be returned to the wyrm. Power: 105% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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): 17 acid / 9 mind / 9 darkness Changes resistances: +17% acid Changes resistances penetration: +16% acid Changes damage: +17% acid / +8% mind / +8% darkness Life regen: +1.70 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering living mindstar of storms (115% 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 lightning should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +3 Dex / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +12% lightning Changes resistances penetration: +20% lightning Changes damage: +20% lightning Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% It can be used to inflict 42100000416.79 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering pulsing mindstar of the jelly (105% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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 damage: +9% acid Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Equilibrium when hit: +1.70 Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% It can be used to inflict 37840000374.62 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering vined mindstar of flames (81% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 82% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +11% fire Changes resistances penetration: +11% fire Changes damage: +11% fire Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Global speed: +3% It can be used to inflict 29320000290.27 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's pulsing mindstar of life (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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: * 22 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +9% arcane Spell save: +9 (+1 eff.) Life regen: +1.60 Maximum life: +42.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's thorny mindstar of storms (93% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 93% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 11 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +13% lightning Changes resistances penetration: +14% lightning Changes damage: +14% lightning / +6% arcane Spell save: +7 (+1 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's vined mindstar of flames (81% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 82% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 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% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +11% fire Changes resistances penetration: +11% fire Changes damage: +6% arcane / +10% fire Spell save: +6 (+1 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar 'Emara' (112% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Power: 112% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Fatigue: -6% Damage when hit (Melee): 10 lightning / 10 physical / 9 fire / 9 acid / 10 cold Changes stats: +3 Str / +5 Dex / +2 Mag / +1 Wil / +5 Cun Changes resistances: +10% lightning / +10% physical / +8% cold / +9% fire / +6% arcane / +10% acid Critical mult.: +23.00% Mindpower: +21 (+1 eff.) Mental crit. chance: +5% Infravision radius: +2 See invisible: +9 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar 'Hurogar' (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 acid When wielded/worn: Changes stats: +8 Cun Changes resistances: +6% arcane Changes resistances penetration: +5% arcane Critical mult.: +25.00% Poison immunity: +20% Disease immunity: +20% Only die when reaching: -100.00 life Mindpower: +30 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of persecution (117% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +30% Unnatural When wielded/worn: Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of storms (115% 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. Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 19 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +19% lightning Changes resistances penetration: +17% lightning Changes damage: +20% lightning Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of venom (115% 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 venom should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +18% acid Changes resistances penetration: +14% acid Changes damage: +20% acid Life regen: +2.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning mossy mindstar of life (72% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn When wielded/worn: Changes resistances: +4% arcane Life regen: +0.80 Maximum life: +17.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning thorny mindstar of flames (98% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting 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. Power: 99% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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% On weapon hit: * 15 arcane resource burn When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +7% arcane / +14% fire Changes resistances penetration: +14% fire Changes damage: +13% fire Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning thorny mindstar of the jelly (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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% On weapon hit: * 18 arcane resource burn When wielded/worn: Changes resistances: +7% arcane Changes damage: +7% acid Equilibrium when hit: +1.70 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mitotic pulsing mindstar of sand (107% 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. Power: 107% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +14.5% Attack speed: 100% On weapon hit: * Slows global speed by 16% * 13% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 17 physical Changes resistances: +13% physical Changes resistances penetration: +17% physical Changes damage: +17% physical Mindpower: +8 (+0 eff.) Mental crit. chance: +4% 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. |
![]() mitotic pulsing mindstar of storms (109% 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. Power: 109% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +14.5% Attack speed: 100% On weapon hit: * Slows global speed by 16% * 17% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +3 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +13% lightning Changes resistances penetration: +17% lightning Changes damage: +16% lightning Mindpower: +8 (+0 eff.) Mental crit. chance: +4% 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. |
![]() mitotic thorny mindstar (97% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +11.5% Attack speed: 100% On weapon hit: * Slows global speed by 14% * 11% chance to corrode armour by 30% When wielded/worn: Mindpower: +6 (+0 eff.) Mental crit. chance: +3% 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. |
![]() mitotic vined mindstar of sand (85% 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 sand should be returned to the wyrm. Power: 85% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 10% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +11% physical Changes resistances penetration: +10% physical Changes damage: +9% physical Mindpower: +4 (+0 eff.) Mental crit. chance: +2% 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. |
![]() mossy mindstar of venom (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 75% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +7% acid Changes resistances penetration: +8% acid Changes damage: +6% acid Life regen: +0.80 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's living mindstar of persecution (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +24% Unnatural When wielded/worn: Changes resistances: +10% blight Changes damage: +10% nature Disease immunity: +19% Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's thorny mindstar of the jelly (94% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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: Changes resistances: +7% blight Changes damage: +7% nature / +7% acid Disease immunity: +19% Equilibrium when hit: +1.60 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's vined mindstar of storms (83% 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 lightning should be returned to the wyrm. Power: 84% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +9% lightning / +6% blight Changes resistances penetration: +11% lightning Changes damage: +10% lightning / +6% nature Disease immunity: +16% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() parasitic vined mindstar of venom (83% 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 natural venom should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power: 84% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 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: Damage when hit (Melee): 11 acid Changes resistances: +11% acid Changes resistances penetration: +11% acid Changes damage: +11% acid Life regen: +1.10 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Life leech chance: +13% Life leech: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() projecting pulsing mindstar of frost (107% 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 mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Power: 107% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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: Armour: +9 Damage when hit (Melee): 17 ice Changes resistances: +15% cold Changes resistances penetration: +13% cold Changes damage: +17% lightning / +37% cold / +17% fire Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() projecting vined mindstar of storms (85% 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. This natural lightning should be returned to the wyrm. Power: 85% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 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: Damage when hit (Melee): 11 lightning Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +11% lightning Changes resistances penetration: +11% lightning Changes damage: +21% lightning / +13% fire / +13% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of flames (109% 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 fire should be returned to the wyrm. Power: 109% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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): 16 fire Changes resistances: +15% fire Changes resistances penetration: +17% fire Changes damage: +16% fire Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of flames (104% 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 fire should be returned to the wyrm. Power: 105% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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): 17 fire Changes resistances: +17% fire Changes resistances penetration: +17% fire Changes damage: +17% fire Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of sand (104% 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 sand should be returned to the wyrm. Power: 105% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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): 15 physical Changes resistances: +17% physical Changes resistances penetration: +17% physical Changes damage: +15% physical Mindpower: +8 (+0 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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. |
![]() purifying mossy mindstar of slime (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Power: 75% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 6 arcane resource burn * Slows global speed by 4% Changes resistances: +4% arcane Changes resistances penetration: +4% arcane Changes damage: +3% arcane / +4% nature Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 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. |
![]() purifying pulsing mindstar of venom (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Power: 107% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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: Effects when hit in melee: * 12 arcane resource burn Damage when hit (Melee): 16 acid Changes resistances: +15% acid / +9% arcane Changes resistances penetration: +12% acid / +9% arcane Changes damage: +17% acid / +7% arcane Life regen: +1.70 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) 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 thorny mindstar of persecution (94% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Power: 95% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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% On weapon hit: * disrupts spell-casting Damage against: +19% Unnatural When wielded/worn: Effects when hit in melee: * 10 arcane resource burn Changes resistances: +7% arcane Changes resistances penetration: +7% arcane Changes damage: +7% arcane Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) 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 thorny mindstar (98% 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 mindstar will resonate with other psionic mindstars. Power: 99% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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: Changes resistances: +7% mind Changes resistances penetration: +7% mind Changes damage: +7% mind Psi when hit: +1.70 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +17% 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 sand (93% 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. This mindstar will resonate with other psionic mindstars. Power: 93% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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): 12 physical Changes resistances: +7% mind / +11% physical Changes resistances penetration: +6% mind / +14% physical Changes damage: +6% mind / +12% physical Psi when hit: +1.30 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +17% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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 vined mindstar of sand (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Power: 87% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 physical Changes resistances: +6% mind / +11% physical Changes resistances penetration: +5% mind / +10% physical Changes damage: +6% mind / +11% physical Psi when hit: +1.30 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +12% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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. |
![]() summoner's living mindstar (115% 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 mindstar summons a caller. Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +22 (+2 eff.) Mental crit. chance: +11% Max wilder summons: +0 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 balance (116% 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 mindstar summons a caller. Power: 116% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +9 (+1 eff.) Equilibrium when hit: +2.40 Mindpower: +22 (+2 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() summoner's mossy mindstar of storms (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural lightning should be returned to the wyrm. This natural mindstar summons a caller. Power: 75% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +8% lightning Changes resistances penetration: +8% lightning Changes damage: +8% lightning Mindpower: +5 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() summoner's pulsing mindstar of venom (105% 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 venom should be returned to the wyrm. This natural mindstar summons a caller. Power: 106% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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): 17 acid Changes resistances: +17% acid Changes resistances penetration: +17% acid Changes damage: +17% acid Life regen: +1.70 Mindpower: +18 (+1 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar 'Festerfoe' (93% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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% On weapon hit: * Slows global speed by 40% Damage (Melee): +16 lightning / +20 darkness Burst (radius 2) on crit: +12 nature When wielded/worn: Changes resistances: +9% lightning / +9% nature Changes damage: +9% lightning / +9% darkness / +39% nature Mindpower: +13 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of persecution (93% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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% On weapon hit: * disrupts spell-casting Damage against: +20% Unnatural When wielded/worn: Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of storms (91% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 92% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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): 11 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +13% lightning Changes resistances penetration: +14% lightning Changes damage: +11% lightning Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of storms (91% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 92% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 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): 14 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +10% lightning Changes resistances penetration: +12% lightning Changes damage: +14% lightning Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() vined mindstar of flames (83% power, 18 apr, mind 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 fire should be returned to the wyrm. Power: 84% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 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: Damage when hit (Melee): 9 fire Changes resistances: +11% fire Changes resistances penetration: +10% fire Changes damage: +11% fire Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wrathful living mindstar of venom (115% 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 venom should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +13% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Life regen: +2.00 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wrathful pulsing mindstar of sand (105% 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 is wrathful to the hated. This natural sand should be returned to the wyrm. Power: 106% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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): 14 physical Changes resistances: +17% physical Changes resistances penetration: +16% physical Changes damage: +16% physical Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +14% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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. |
![]() wrathful pulsing mindstar of sand (105% 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 psionic mindstar is wrathful to the hated. This natural sand should be returned to the wyrm. Power: 106% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 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): 14 physical Changes resistances: +17% physical Changes resistances penetration: +17% physical Changes damage: +17% physical Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +14% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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. |
![]() wrathful vined mindstar (87% 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 psionic mindstar is wrathful to the hated. Power: 87% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 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: Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wrathful vined mindstar of storms (85% 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 psionic mindstar is wrathful to the hated. This natural lightning should be returned to the wyrm. Power: 85% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 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: Damage when hit (Melee): 11 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances: +8% lightning Changes resistances penetration: +10% lightning Changes damage: +9% lightning Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wyrm's vined mindstar (83% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. The natural wyrm seeks an element. Power: 84% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 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: Damage when hit (Melee): 5 lightning / 5 physical / 4 fire / 6 acid / 6 cold Changes resistances: +5% lightning / +6% physical / +6% cold / +5% fire / +6% acid Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wyrm's vined mindstar of sand (87% power, 18 apr, mind 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 sand should be returned to the wyrm. The natural wyrm seeks an element. Power: 87% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 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: Damage when hit (Melee): 5 lightning / 15 physical / 6 fire / 6 acid / 6 cold Changes resistances: +6% lightning / +13% physical / +4% cold / +6% fire / +5% acid Changes resistances penetration: +11% physical Changes damage: +11% physical Mindpower: +4 (+0 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 21% 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. |
![]() Ashorder Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 14% chance to daze at end of turn Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 fire When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +7 Wil / +3 Cun / +3 Con Changes resistances: +12% light Changes resistances penetration: +11% lightning Changes damage: +9% mind / +9% fire Critical mult.: +15.00% Physical save: +9 (+1 eff.) Cut immunity: +10% Knockback immunity: +35% Slings are used to hurl stones or metal shots at your foes. |
![]() Blindbraid the rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Acid Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to inflict 15% damage reduction When wielded/worn: Changes stats: +6 Str / +4 Mag / +2 Wil / +4 Cun / +8 Con Changes resistances penetration: +10% acid / +13% physical Changes damage: +12% acid Infravision radius: +4 Slings are used to hurl stones or metal shots at your foes. |
![]() Sunstinger the rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Burst (radius 2) on crit: +6 physical When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +7 Con Changes damage: +9% light Critical mult.: +15.00% Maximum life: +80.00 Healing mod.: +35% Slings are used to hurl stones or metal shots at your foes. |
![]() drakeskin leather sling 'Armumas' Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +29 fire Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +2 blight When wielded/worn: Armour penetration: +2 Physical power: +19 (+1 eff.) Changes stats: +7 Str / +3 Dex Changes resistances penetration: +20% blight / +11% fire Maximum stamina: +15.00 Global speed: +6% Healing mod.: +15% Slings are used to hurl stones or metal shots at your foes. |
![]() drakeskin leather sling 'Yarablek' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Burst (radius 2) on crit: +2 blight When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +14.0% Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +20% blight / +21% physical / +5% mind Changes damage: +17% physical Equilibrium when hit: +0.16 Slings are used to hurl stones or metal shots at your foes. |
![]() glacial cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +11 cold When wielded/worn: Armour: +9 Changes resistances penetration: +9% cold Slings are used to hurl stones or metal shots at your foes. |
![]() halfling rough leather sling of nature Requires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +11 nature When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% nature Changes damage: +11% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
![]() mage-hunter's hardened leather sling of cunning (+10) Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Effects on ranged hit: * 17 arcane resource burn Changes stats: +10 Cun / +5 Wil Changes resistances penetration: +19% physical Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +11 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() mighty hardened leather sling of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +4 Str Changes resistances penetration: +17% physical Changes damage: +17% physical Slings are used to hurl stones or metal shots at your foes. |
![]() mighty reinforced leather sling of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +6 Str Slings are used to hurl stones or metal shots at your foes. |
![]() reinforced leather sling 'Duskbrace' Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +4 Wil / +9 Con Changes resistances: +6% darkness Changes damage: +15% nature Grants telepathy: All Talent mastery: +0.20 Wild-gift / Fungus Infravision radius: +2 See invisible: +6 It can be used to regenerate 204 life over 5 turns, putting all charms on cooldown for 12 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Slings are used to hurl stones or metal shots at your foes. |
![]() rough leather sling of true flight Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +7 (+0 eff.) Physical crit. chance: +7.0% Slings are used to hurl stones or metal shots at your foes. |
![]() throat-seeking cured leather sling of power Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon crit: * silences the target Damage (Ranged): +10 nature When wielded/worn: Changes resistances penetration: +9% nature / +12% physical Changes damage: +13% physical Slings are used to hurl stones or metal shots at your foes. |
![]() Blindhunter (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 light Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +4 lightning / +12 light / +4 blight When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 acid Changes resistances: +3% light Changes resistances penetration: +5% blight / +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +24 (+2 eff.) Spell crit. chance: +30% It can be used to unleash an elemental blastwave, dealing 84973463972.47 to 101968156766.97 fire damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Flashqueller the dragonbone magestaff (136% power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +24 lightning When wielded/worn: Damage (Melee): 35 fire Changes stats: +3 Mag Changes resistances penetration: +15% arcane Changes damage: +30% arcane / +3% lightning Talent granted: +1 Command Staff Critical mult.: +32.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +19% Infravision radius: +3 See invisible: +16 Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
![]() Flowerzeal the dragonbone starstaff (150% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 150% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +12 nature When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +2 Physical crit. chance: +9.0% Physical power: +15 (+1 eff.) Damage when hit (Melee): 12 nature Changes resistances: +20% physical Changes resistances penetration: +15% mind Changes damage: +40% physical Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +29 (+3 eff.) Spell crit. chance: +9% Mindpower: +2 (+0 eff.) Staves designed for wielders of magic, by the greats of the art. |
![]() Gleamwrither the ash starstaff (111% 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. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +12 mind When wielded/worn: Defense: +9 (+1 eff.) Effects on melee hit: * 11% chance to blind Damage when hit (Melee): 12 acid Changes stats: +2 Cun Changes resistances: +6% acid Changes damage: +6% acid / +15% darkness / +9% light Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +33.00% Mental save: +15 (+2 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Mindpower: +8 (+0 eff.) Light radius: +3 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 25634717119.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Hatharegoledil the Chargelady (120% power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag 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 nature When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +9% lightning / +26% blight / +24% fire / +9% nature / +6% arcane Changes damage: +12% lightning / +20% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spell save: +9 (+1 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Heatrage the elven-wood magestaff (129% power, 5 apr, lightning element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag 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 fire When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 16 mind Changes stats: +9 Wil Changes resistances: +9% light / +6% arcane Changes resistances penetration: +15% mind Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +33.00% Mental save: +30 (+3 eff.) Psi when hit: +0.08 Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Mindpower: +6 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +30 Staves designed for wielders of magic, by the greats of the art. |
![]() Khelarekhad (120% power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +9 (+1 eff.) Effects on melee hit: * 14% chance to blind Changes stats: +3 Str / +5 Wil Changes resistances: +12% temporal Changes damage: +20% darkness / +12% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Mental save: +9 (+1 eff.) Blindness immunity: +25% Maximum hate: +4.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Mindpower: +6 (+0 eff.) Light radius: +4 See invisible: +18 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 19035203481.03 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 200% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+4 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() Noonmight the ash starstaff (111% power, 3 apr, light element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +8 mind / +16 lightning When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 12 mind Changes resistances: +15% light Changes resistances penetration: +20% mind / +20% light Changes damage: +21% light / +12% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
![]() Sewervalor (120% power, 4 apr, blight element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Burst (radius 1) on hit: +16 lightning / +16 nature Burst (radius 2) on crit: +20 nature When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * 13% chance to blind Changes resistances: +9% blight / +3% cold / +9% light Changes resistances penetration: +15% lightning Changes damage: +20% blight / +9% nature / +9% lightning Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 25634717119.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Shadecutter (129% power, 5 apr, darkness element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 53% chance to inflict 15% damage reduction * 53% chance to corrode armour by 30% Damage (Melee): +16 acid Burst (radius 1) on hit: +20 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% mind / +21% darkness Changes damage: +25% darkness / +6% acid Talent granted: +1 Command Staff Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Staff of Bones (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 200% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+2 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() Staff of Destruction (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 200% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
![]() Starward the ash magestaff (111% power, 3 apr, arcane element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag 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: * 30 arcane resource burn When wielded/worn: Armour: +18 Defense: +9 (+1 eff.) Effects on melee hit: * 10% chance to blind Changes resistances: +18% acid / +18% fire / +6% arcane / +9% blight Changes damage: +15% arcane / +15% light Talent granted: +1 Command Staff Spell save: +9 (+1 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 19035203481.03 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Strikevault the elm vilestaff (100% power, 2 apr, fire element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Burst (radius 1) on hit: +16 mind When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +25% physical Changes damage: +12% physical / +10% fire Talent granted: +1 Command Staff Critical mult.: +18.00% Life regen: +2.00 Stamina each turn: +0.80 Maximum life: +40.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Healing mod.: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() Xulle the yew magestaff (120% power, 4 apr, cold element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 53 arcane resource burn When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * Slows global speed by 40% * 14% chance to blind Changes resistances: +6% arcane / +12% acid Changes damage: +20% cold Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Maximum hate: +6.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Mindpower: +10 (+0 eff.) Light radius: +4 Heals friendly targets nearby when you use a nature summon: +50 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 25634717119.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() ash magestaff 'Strikesteel' (111% power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% * 40% chance to daze at end of turn Damage (Melee): +8 lightning When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 lightning Changes resistances: +15% fire / +9% nature / +15% darkness Changes resistances penetration: +30% lightning Changes damage: +15% lightning / +15% mind Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() ash magestaff of channeling (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag 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% fire Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower: +18 (+2 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() ash starstaff of protection (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag 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 resistances: +8% temporal Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() blighted ash magestaff (111% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag 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: Effects on melee hit: * 11% chance to disease Changes damage: +15% cold Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +22.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() blighted elm magestaff (100% power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 8% chance to disease Changes damage: +10% cold Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +16.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() earthen elven-wood magestaff of invocation (129% 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. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +10% Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +10 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +21 (+2 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 80097473823.39 to 96116968588.07 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff 'Arablek' (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag 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: +4 mind When wielded/worn: Effects on melee hit: * 13% chance to disease Damage (Melee): 27 fire Changes resistances penetration: +15% blight / +15% mind Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +29.00% Spell save: +9 (+1 eff.) Mana each turn: +0.08 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +54.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +17% See invisible: +14 Damage Shield penetration: +40% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood starstaff of wizardry (129% power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes damage: +25% light Talent granted: +1 Command Staff Maximum mana: +70.00 Spellpower: +22 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal ash vilestaff of greater warding (111% power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag 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: Armour: +9 Defense: +22 (+3 eff.) Damage (Melee): 8 % chance of confusion Maximum wards: +3 acid Changes damage: +15% acid Talents granted: +3 Ward +1 Command Staff Spellpower: +11 (+1 eff.) Spell crit. chance: +2% Damage Shield penetration: +25% Staves designed for wielders of magic, by the greats of the art. |
![]() greater ash starstaff of fate (111% power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag 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% physical / +15% temporal / +15% darkness / +15% light Talent granted: +1 Command Staff Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) Spellpower: +11 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() greater yew vilestaff of wizardry (120% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes damage: +20% blight / +20% fire / +20% darkness / +20% acid Talent granted: +1 Command Staff Maximum mana: +48.00 Spellpower: +23 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal ash magestaff of breaching (111% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag 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: Damage (Melee): 23 fire Changes resistances penetration: +8% cold Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +2% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elm starstaff of protection (100% power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes resistances: +5% darkness Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +8 (+1 eff.) Spell crit. chance: +1% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
![]() infernal yew starstaff of wizardry (120% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 27 fire Changes stats: +4 Mag / +3 Wil Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +30.00% Maximum mana: +70.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +3% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding elm vilestaff of protection (100% power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes resistances: +5% blight Changes damage: +10% blight Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +8 (+1 eff.) Spell crit. chance: +1% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding elven-wood vilestaff of illumination (129% power, 5 apr, acid element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+2 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +7 Con Changes damage: +25% acid Talent granted: +1 Command Staff Life regen: +1.70 Spellpower: +20 (+2 eff.) Spell crit. chance: +4% Light radius: +5 Healing mod.: +26% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 25634717119.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elven-wood starstaff of might (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 35 arcane Changes damage: +25% darkness Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elven-wood vilestaff (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 33 arcane Changes damage: +25% darkness Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short ash magestaff of wizardry (111% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Maximum mana: +50.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short ash starstaff of invocation (111% power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Changes damage: +15% light Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+2 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 4 cone, dealing 68628802846.44 to 82354563415.73 light damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short elven-wood starstaff of channeling (129% power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +9.0% Physical power: +13 (+1 eff.) Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.34 Spellpower: +34 (+3 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short yew magestaff of projection (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +8.0% Physical power: +11 (+1 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +21 (+2 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 74717393473.97 to 89660872168.76 cold damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering yew starstaff of wizardry (120% 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. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +20% darkness Talent granted: +1 Command Staff Mana each turn: +0.25 Maximum mana: +142.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elven-wood starstaff (129% power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +13% darkness / +11% temporal Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +24 Resist all after a teleport: +21% New effects duration reduction after a teleport: +38% Reduces paradox anomalies(equivalent to willpower): +20 Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff 'Daywrecker' (120% power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag 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): +20 light When wielded/worn: Physical crit. chance: +11.0% Changes stats: +9 Cun Changes resistances penetration: +33% mind Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Poison immunity: +30% Disease immunity: +15% Disarm immunity: +20% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff of wizardry (120% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +20% acid Talent granted: +1 Command Staff Maximum mana: +66.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() blazebringer's steel steamgun of cunning (+5) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +17 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +16% physical / +9% fire Global speed: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() blazebringer's steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Changes resistances penetration: +9% fire Global speed: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() blazebringer's stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +28 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +13.0% Changes resistances penetration: +11% fire Global speed: +5% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() glacial iron steamgun of power Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +8 ice Attacks use: 2.0 Steam When wielded/worn: Armour: +7 Changes resistances penetration: +10% physical / +7% cold Changes damage: +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() glacial steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +11 ice Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+0 eff.) Physical crit. chance: +9.0% Armour: +9 Changes resistances penetration: +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's dwarven-steel steamgun of nature Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +23 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +11% nature Changes damage: +17% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's iron steamgun of nature Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +11 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +3% all Changes resistances penetration: +7% nature Changes damage: +11% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's steel steamgun of nature Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +16 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +9% nature Changes damage: +13% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's stralite steamgun Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes damage: +17% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Changes damage: +19% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() iron steamgun of nature Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +11 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +3% all Changes resistances penetration: +7% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mage-hunter's dwarven-steel steamgun of nature Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Damage (Ranged): +23 nature Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 17 manaburn arcane Changes stats: +4 Wil Changes resistances: +7% all Changes resistances penetration: +11% nature Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +11 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mage-hunter's dwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +11.0% Damage (Ranged): 17 manaburn arcane Changes stats: +5 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +10 (+0 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +4 Str Changes resistances penetration: +13% physical Changes damage: +12% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Physical power: +8 (+1 eff.) Changes stats: +4 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Changes stats: +4 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of nature Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +26 nature Attacks use: 2.0 Steam When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +6 Str Changes resistances: +9% all Changes resistances penetration: +13% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Changes stats: +4 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Changes stats: +6 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Changes stats: +6 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() overgrown iron steamgun of power Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +11% physical Changes damage: +11% physical Life regen: +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() overgrown stralite steamgun of nature Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Damage (Ranged): +29 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +10% nature Life regen: +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's iron steamgun of nature Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +11 nature / +7 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +4% all Changes resistances penetration: +7% nature Changes damage: +11% mind Mindpower: +7 (+0 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's iron steamgun of nature Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +10 nature / +8 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +4% all Changes resistances penetration: +7% nature Changes damage: +11% mind Mindpower: +7 (+0 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +14 mind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Changes stats: +6 Cun / +6 Wil Changes damage: +20% mind Mindpower: +13 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() ranger's steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Dex Changes resistances penetration: +14% physical Changes damage: +14% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's stralite steamgun of power Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+1 eff.) Changes resistances penetration: +13% physical Changes damage: +20% physical Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +13.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() swiftstrike iron steamgun of true shot Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 111% Firing range: +7 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+0 eff.) Physical crit. chance: +7.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() swiftstrike iron steamgun of true shot Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 111% Firing range: +7 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+0 eff.) Physical crit. chance: +6.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() swiftstrike steel steamgun of cunning (+5) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 111% Firing range: +7 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +15% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() swiftstrike stralite steamgun of cunning (+6) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 111% Firing range: +9 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +22% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() swiftstrike stralite steamgun of power Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 111% Firing range: +9 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +19% physical Changes damage: +20% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() swiftstrike stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 111% Firing range: +10 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() throat-seeking steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +13 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +9% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() throat-seeking stralite steamgun of true shot Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +21 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Changes resistances penetration: +13% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() thunderous iron steamgun of true shot Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +8 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+0 eff.) Physical crit. chance: +7.0% Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() thunderous steel steamgun of nature Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +12 nature / +11 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +6% all Changes resistances penetration: +7% nature / +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() blazebringer's voratun steamsaw of shearing (150% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 Burst (radius 2) on crit: +18 fire Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +14 Armour: +6 Defense: +10 (+1 eff.) Fatigue: +12% Changes resistances penetration: +13% fire / +15% physical Changes damage: +15% physical Talent granted: +3 Block Global speed: +5% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() impervious voratun steamsaw of erosion (150% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 Damage (Melee): +19 nature / +19 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +16 Defense: +10 (+1 eff.) Fatigue: +12% Changes stats: +7 Con Talent granted: +3 Block Physical save: +15 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() impervious voratun steamsaw of massacre (166% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 166% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +12% Changes stats: +7 Con Talent granted: +3 Block Physical save: +15 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() reinforced stralite steamsaw of crushing (140% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 140% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +63 Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +16 Defense: +8 (+1 eff.) Fatigue: +10% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() scouring stralite steamsaw (140% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 140% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +63 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Fatigue: +10% Effects when hit in melee: * 30% chance to reduce effective powers by 20% * 31 arcane resource burn Changes stats: +7 Con Changes resistances: +11% acid / +17% nature Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() stralite steamsaw of purging (138% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 138% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +74 On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +17 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Fatigue: +10% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thunderous stralite steamsaw of shearing (141% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 142% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +62 On weapon hit: * 29% chance to daze at end of turn Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +13 Armour: +5 Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances penetration: +13% lightning / +11% physical Changes damage: +13% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() truestriking dwarven-steel steamsaw of crippling (123% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 123% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Physical crit. chance: +11.0% Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances penetration: +11% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() truestriking voratun steamsaw (151% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 152% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +12 Armour: +6 Defense: +10 (+1 eff.) Fatigue: +12% Changes resistances penetration: +12% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() wintry steel steamsaw of ruin (107% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 107% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +23 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +7 Physical crit. chance: +9.0% Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 14 ice Changes stats: +3 Wil Changes resistances: +14% cold Talent granted: +1 Block Critical mult.: +14.00% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() wintry stralite steamsaw of physical resistance (+18%) (138% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 139% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +71 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Fatigue: +10% Damage when hit (Melee): 18 ice Changes stats: +5 Wil Changes resistances: +17% physical / +18% cold Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Islimira the dwarven-steel waraxe (139% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 139% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +5 Armour: +8 Changes stats: +12 Str / +3 Dex Changes resistances penetration: +15% mind / +15% physical Physical save: +40 (+4 eff.) Maximum life: +60.00 Maximum stamina: +15.00 One-handed war axes. |
![]() Isorada the Balancesin (101% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 15% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Physical power: +26 (+2 eff.) Armour: +12 Effects on melee hit: * Slows global speed by 40% Changes stats: +7 Str / +3 Wil / +3 Cun Changes resistances: +9% lightning Physical save: +15 (+1 eff.) One-handed war axes. |
![]() Murkcast (100% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 100% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Damage when hit (Melee): 20 darkness Changes stats: +4 Cun Changes resistances penetration: +9% physical Grants telepathy: Dragon Humanoid/Orc All Critical mult.: +25.00% Maximum psi: +20.00 Mental crit. chance: +1% One-handed war axes. |
![]() Oozeblood (150% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 nature Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +25 Physical crit. chance: +30.0% Damage when hit (Melee): 8 nature Changes resistances: +6% nature Changes resistances penetration: +14% physical / +5% nature / +5% fire Changes damage: +3% nature / +3% light Critical mult.: +20.00% Light radius: +1 One-handed war axes. |
![]() Prismreeve (140% power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom Damage (Melee): +10 darkness / +12 mind Burst (radius 2) on crit: +12 light Damage against: +17% Living When wielded/worn: Effects on melee hit: * 40% chance to blind Changes resistances: +9% fire Changes resistances penetration: +20% light / +30% mind One-handed war axes. |
![]() Stormreaper the stralite waraxe (145% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 146% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +20.5% Attack speed: 100% Damage (Melee): +17 nature / +17 temporal When wielded/worn: Armour penetration: +3 Armour: +6 Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 24 nature Changes stats: +4 Con Physical save: +40 (+4 eff.) Maximum stamina: +20.00 One-handed war axes. |
![]() arcing stralite waraxe of ruin (143% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 144% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Critical mult.: +16.00% One-handed war axes. |
![]() blazebringer's stralite waraxe of shearing (138% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +17 fire When wielded/worn: Armour penetration: +12 Changes resistances penetration: +13% fire / +13% physical Changes damage: +10% physical Global speed: +5% One-handed war axes. |
![]() caustic stralite waraxe of massacre (151% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 151% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 27% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +13% acid Life regen: +1.70 One-handed war axes. |
![]() chilling steel waraxe of evisceration (107% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Melee): +13 cold When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) One-handed war axes. |
![]() dwarven-steel waraxe (121% power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
![]() elemental steel waraxe of daylight (100% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 100% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +11 light Damage against: +15% Undead When wielded/worn: Changes resistances penetration: +11% acid / +11% fire / +11% lightning / +11% cold One-handed war axes. |
![]() inquisitor's steel waraxe of shearing (103% power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Armour penetration: +9 Changes resistances penetration: +9% physical Changes damage: +9% physical One-handed war axes. |
![]() inquisitor's stralite waraxe of massacre (151% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 152% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 22 arcane resource burn On weapon crit: * burns latent spell energy One-handed war axes. |
![]() insidious dwarven-steel waraxe of evisceration (117% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 117% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Melee): +39 insidious poison When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+1 eff.) One-handed war axes. |
![]() plaguebringer's iron waraxe of evisceration (103% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Melee): +8 blight When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Disease immunity: +15% One-handed war axes. |
![]() slime-covered iron waraxe of crippling (107% power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 107% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 8% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% One-handed war axes. |
![]() steel waraxe 'Gleamward' (108% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour by 30% Damage (Melee): +28 insidious poison / +16 acid Burst (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 acid Changes resistances: +18% acid / +12% temporal / +15% cold Changes damage: +6% light One-handed war axes. |
![]() steel waraxe 'Shadowlore' (105% power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 53 arcane resource burn Damage (Melee): +36 darkness Burst (radius 2) on crit: +16 mind When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes resistances: +23% acid / +11% fire / +10% lightning / +11% cold Changes resistances penetration: +33% darkness Changes damage: +9% mind Spell save: +64 (+7 eff.) One-handed war axes. |
![]() stralite waraxe 'Dourquencher' (138% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 1) on hit: +16 darkness Damage against: +25% Unnatural When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +3 Dex Changes resistances: +15% blight / +15% cold Spell save: +40 (+4 eff.) Blindness immunity: +20% One-handed war axes. |
![]() truestriking dwarven-steel waraxe (125% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 125% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Changes resistances penetration: +11% physical One-handed war axes. |
![]() truestriking iron waraxe (103% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical One-handed war axes. |
![]() truestriking iron waraxe of evisceration (103% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Changes resistances penetration: +7% physical One-handed war axes. |
![]() truestriking iron waraxe of massacre (116% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 116% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical One-handed war axes. |
![]() voratun waraxe 'Charcrack' (166% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 30% chance to disease Damage (Melee): +28 blight / +16 arcane When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Changes resistances: +9% mind Changes damage: +9% fire Critical mult.: +23.00% Mental save: +20 (+2 eff.) Psi when hit: +0.08 One-handed war axes. |
![]() voratun waraxe 'Dawnorder' (166% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * cripple the target Damage (Melee): +8 light When wielded/worn: Physical crit. chance: +11.0% Physical power: +15 (+1 eff.) Changes stats: +7 Con Changes resistances: +3% blight / +3% darkness Changes resistances penetration: +15% blight / +15% physical Changes damage: +9% light Disarm immunity: +30% Light radius: +4 One-handed war axes. |
![]() warbringer's stralite waraxe of purging (139% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +17 nature When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +9% physical Disarm immunity: +28% One-handed war axes. |
![]() Arthyleg the drakeskin leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Physical power: +12 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +5 Dex / +6 Cun / +10 Lck Changes resistances: +10% acid / +9% fire / +10% lightning / +10% cold Changes damage: +6% physical Grants telepathy: Humanoid/Orc Critical mult.: +6.00% Reduces incoming crit damage: 20.00% Trap disarming bonus: +29 Stealth bonus: +15 Spell save: +15 (+2 eff.) Stamina each turn: +0.40 Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
![]() Cloudhue the rough leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 40% Changes stats: +3 Dex / +2 Wil / +2 Con Changes resistances: +9% acid / +6% light / +12% blight / +6% fire / +15% nature / +3% darkness Changes damage: +9% lightning Grants telepathy: Dragon Mental save: +7 (+1 eff.) Maximum life: +52.00 A belt that goes around your waist. |
![]() Flashtitan the rough leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +8 (+0 eff.) Physical crit. chance: +3.0% Physical power: +12 (+1 eff.) Armour: +6 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +4 Dex Critical mult.: +9.00% Physical save: +7 (+1 eff.) Stamina each turn: +1.80 Mindpower: +4 (+0 eff.) 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% A belt rumoured to have been worn by the Conclave healers. |
![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Rhabar the Daywind Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+2 eff.) Changes resistances: +10% acid / +12% light / +19% fire / +10% cold / +10% lightning Changes resistances penetration: +20% fire Changes damage: +9% blight / +3% fire Physical save: +31 (+3 eff.) Mindpower: +12 (+1 eff.) Light radius: +1 A belt that goes around your waist. |
![]() Zanetir Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 20 mind Changes stats: +4 Mag / +3 Wil / +5 Con Changes resistances: +30% lightning / +9% nature Physical save: +49 (+5 eff.) Spell save: +40 (+4 eff.) Mindpower: +8 (+0 eff.) A belt that goes around your waist. |
![]() drakeskin leather belt 'Lightravager' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +27 (+2 eff.) Armour: +2 Changes stats: +13 Str / +6 Dex / +7 Wil / +7 Cun / +6 Con Changes resistances: +12% acid Critical mult.: +3.00% Physical save: +59 (+6 eff.) Spell save: +52 (+6 eff.) Mental save: +20 (+2 eff.) Disarm immunity: +5% Maximum stamina: +5.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +2 A belt that goes around your waist. |
![]() hardened leather belt 'Growvice' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +13 Cun / +3 Wil Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Changes resistances penetration: +30% nature Grants telepathy: Demon/Minor Demon/Major Psi when hit: +0.24 Hate when firing a critical mind attack: +3.00 Mindpower: +6 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +40 A belt that goes around your waist. |
![]() hardened leather belt 'Nightream' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes resistances: +26% blight / +12% fire / +6% nature / +9% cold Changes resistances penetration: +15% darkness / +15% mind Changes damage: +9% darkness Maximum life: +54.00 A belt that goes around your waist. |
![]() monstrous hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +5 Str / +5 Con Physical save: +11 (+1 eff.) Size category: +1 A belt that goes around your waist. |
![]() skylord's rough leather belt of dampening Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Wil / +3 Cun Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Physical save: +12 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) A belt that goes around your waist. |
![]() Blindoblivion the elven-silk cloak (12 def, 0 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Defense: +12 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +4 Str / +1 Dex / +6 Mag / +6 Wil / +4 Con Changes resistances: +9% light Changes damage: +6% physical Critical mult.: +6.00% Physical save: +15 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Cut immunity: +15% Stun/Freeze immunity: +10% Only die when reaching: -50.00 life Maximum mana: +78.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Hellsmarrow the cashmere cloak (2 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +15% acid / +6% arcane / +9% nature Changes resistances penetration: +10% fire Physical save: +6 (+1 eff.) Blindness immunity: +15% Confusion immunity: +20% Knockback immunity: +15% Teleport immunity: +15% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Lavablast the elven-silk cloak (17 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+2 eff.) Changes stats: +5 Mag / +13 Wil / +1 Cun / +2 Con Changes resistances: +15% fire Changes resistances penetration: +15% acid / +20% fire Changes damage: +6% fire Physical save: +15 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Malugarain the Foghacker (13 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Fatigue: -4% Changes stats: +6 Str / +6 Cun / +4 Con Changes resistances: +25% fire / +33% darkness / +21% light Changes resistances penetration: +14% darkness Changes damage: +25% darkness / +6% lightning Reduces incoming crit damage: 15.00% Stealth bonus: +35 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Nimbusroar (32 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +32 (+4 eff.) Damage when hit (Melee): 16 lightning Changes stats: +4 Mag / +4 Wil Changes resistances: +12% lightning Changes damage: +6% lightning / +9% mind Physical save: +27 (+3 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Staroath (9 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +15 Physical power: +2 (+0 eff.) Defense: +9 (+1 eff.) Ranged Defense: +6 (+0 eff.) Changes stats: +4 Wil Changes resistances: +19% nature / +19% blight Changes resistances penetration: +15% physical Changes damage: +9% light Critical mult.: +29.00% Stealth bonus: +15 Mental save: +12 (+2 eff.) Life regen: +3.20 Maximum life: +30.00 Spellpower: +4 (+0 eff.) Light radius: +3 Healing mod.: +45% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Xamikira (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +12% acid / +18% fire / +9% darkness / +9% blight Changes resistances penetration: +15% acid Changes damage: +9% acid Talent mastery: +0.30 Technique / Combat training Spell save: +38 (+4 eff.) Stamina each turn: +0.60 Mana each turn: -0.14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() battlemaster's cashmere cloak of backstabbing (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Defense: +2 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Con Talent mastery: +0.40 Technique / Combat training Critical mult.: +22.00% Stealth bonus: +11 Spell save: -22 (-2 eff.) Stamina each turn: +0.90 Mana each turn: -0.39 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +11 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of mindcraft (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of the guardian (13 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+2 eff.) Physical save: +18 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +19 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() elven-silk cloak 'Isluldamina' (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +12 Mag / +11 Wil / +4 Con Changes resistances: +9% darkness / +3% lightning Changes resistances penetration: +15% blight Mental save: +20 (+2 eff.) Poison immunity: +5% Stun/Freeze immunity: +15% Only die when reaching: -60.00 life Spell crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak 'Scumpunish' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn * 30% chance to inflict 15% damage reduction Changes stats: +3 Cun / +3 Wil Changes resistances: +21% lightning / +6% light / +15% blight / +18% fire / +6% arcane / +27% cold Changes damage: +9% nature Spell save: +9 (+1 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak of protection (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() marshal's linen cloak of implacability (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Physical save: +14 (+1 eff.) Mental save: +7 (+1 eff.) Only die when reaching: -50.00 life Maximum life: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() murderer's cashmere cloak of backstabbing (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +18 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +4 Dex Critical mult.: +20.00% Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() murderer's linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() murderer's linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +4 Cun / +4 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient cashmere cloak of battle (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Maximum life: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +11 (+1 eff.) Mental save: +11 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() restorative cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +16% nature / +16% blight Life regen: +2.20 Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() restorative linen cloak of backstabbing (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +7 Defense: +1 (+0 eff.) Changes resistances: +12% nature / +12% blight Critical mult.: +14.00% Stealth bonus: +7 Life regen: +1.30 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() restorative linen cloak of implacability (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +12% nature / +12% blight Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Life regen: +1.40 Only die when reaching: -50.00 life Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() restorative linen cloak of implacability (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +12% nature / +12% blight Physical save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Life regen: +1.30 Only die when reaching: -50.00 life Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() restorative linen cloak of the guardian (8 def, 4 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes resistances: +12% nature / +12% blight Physical save: +13 (+1 eff.) Spell save: +13 (+2 eff.) Mental save: +13 (+2 eff.) Life regen: +1.40 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow cashmere cloak of fog (10 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Changes resistances: +16% fire / +19% light / +19% darkness Changes resistances penetration: +14% darkness Changes damage: +17% darkness Stealth bonus: +28 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow cashmere cloak of mindcraft (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +18% darkness Changes resistances penetration: +14% darkness Changes damage: +16% darkness Stealth bonus: +17 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow cashmere cloak of sorcery (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +19% darkness Changes resistances penetration: +13% darkness Changes damage: +17% darkness Stealth bonus: +17 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +13% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow linen cloak of sorcery (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +13% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +8 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick linen cloak of Iron Throne (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: +2 Str / +2 Con Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() wyrmwaxed cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Physical save: +11 (+1 eff.) Mental save: +11 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() wyrmwaxed cashmere cloak of mindcraft (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Barkveil (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 12 nature Changes stats: +8 Str / +8 Mag / +7 Wil Changes resistances: +11% lightning / +12% blight / +42% cold / +9% nature / +6% arcane Changes resistances penetration: +20% darkness / +20% physical Changes damage: +20% lightning / +34% physical / +10% darkness / +18% blight / +34% cold / +9% arcane Maximum hate: +15.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Bregetogrim (5 def, 4 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Effects on melee hit: * 26 arcane resource burn Changes stats: +10 Con Changes resistances: +6% blight / +6% fire / +60% nature / +6% acid Changes damage: +60% nature Spell save: +12 (+2 eff.) Poison immunity: +39% Disease immunity: +50% Stun/Freeze immunity: +10% Knockback immunity: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 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 (+1 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Khelyruikor the Scorpionwedge (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 16 nature / 20 mind Changes stats: +6 Mag / +9 Wil / +5 Cun Critical mult.: +20.00% Mental save: +40 (+4 eff.) Mana each turn: +0.18 Psi each turn: +0.22 Maximum hate: +10.00 Mindpower: +20 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Phlegmterror (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 nature Changes stats: +9 Dex / +4 Wil Changes resistances: +12% blight / +24% cold / +9% lightning Changes damage: +16% cold Spell save: +49 (+5 eff.) Stun/Freeze immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Shinefoe the elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 8 light Changes stats: +4 Dex / +10 Mag / +5 Wil / +6 Cun / +2 Con Changes resistances: +6% light Changes resistances penetration: +20% blight / +15% temporal / +15% physical Changes damage: +20% physical / +20% light / +20% temporal / +20% arcane / +20% darkness Reduces incoming crit damage: 10.00% Maximum mana: +95.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +9% Infravision radius: +2 Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Spiderbrand the elven-silk robe (10 def, 17 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Armour: +17 Defense: +10 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 physical Changes stats: +10 Mag Changes resistances penetration: +34% physical / +17% mind / +15% temporal Changes damage: +17% mind / +30% physical / +6% nature / +20% temporal Physical save: +29 (+3 eff.) Life regen: +0.60 Psi each turn: +0.88 Maximum psi: +39.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+1 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% blight Life regen: +4.20 Maximum life: +76.00 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dispeller's linen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +12% acid / +12% physical / +8% darkness / +8% light / +8% blight / +20% cold / +7% lightning / +20% fire Changes damage: +7% acid / +7% physical / +7% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +12 (+1 eff.) Spell save: +24 (+3 eff.) Mental save: +12 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's silk robe of Angolwen (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: +6 Mag / +6 Wil Changes resistances: +26% mind / +26% darkness Physical save: +18 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +32 (+4 eff.) Silence immunity: +42% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's silk robe of life (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight / +25% mind / +24% darkness Physical save: +18 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +36 (+4 eff.) Life regen: +5.10 Maximum life: +88.00 Healing mod.: +26% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's silk robe of nature (+26%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +26% mind / +26% darkness / +27% nature Changes damage: +18% nature Physical save: +17 (+2 eff.) Spell save: +17 (+2 eff.) Mental save: +36 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe 'Adykira' (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +7 Mag / +8 Wil / +2 Cun Changes resistances: +15% lightning / +9% light / +15% cold / +3% nature / +9% fire Changes resistances penetration: +20% physical / +20% darkness / +10% mind Changes damage: +20% lightning / +35% physical / +19% darkness / +15% cold Critical mult.: +20.00% Mental save: +33 (+4 eff.) Maximum hate: +12.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe 'Voidwisp' (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 40% chance to inflict 15% damage reduction Changes stats: +10 Con Changes resistances: +6% acid / +20% physical / +3% blight / +9% nature / +6% temporal Changes resistances penetration: +17% darkness / +20% physical Changes damage: +39% physical / +20% nature / +23% darkness Poison immunity: +50% Disease immunity: +31% Maximum hate: +15.00 Mindpower: +9 (+0 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe 'Xanibressra' (5 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +8 Con Changes resistances: +20% blight / +37% fire / +9% light Changes damage: +18% nature / +19% fire Spell save: +28 (+3 eff.) Poison immunity: +46% Disease immunity: +50% Confusion immunity: +20% Life regen: +5.70 Maximum life: +77.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +20% blight Life regen: +6.00 Maximum life: +87.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances penetration: +11% darkness / +11% physical Changes damage: +11% darkness / +11% physical Maximum hate: +5.00 Mindpower: +7 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing cashmere robe of life (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +14% blight Life regen: +4.20 Mana each turn: +0.27 Psi each turn: +0.28 Maximum life: +76.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing cashmere robe of light (+24%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +24% light Changes damage: +16% light Mana each turn: +0.28 Psi each turn: +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +10% blight Life regen: +3.30 Mana each turn: +0.18 Psi each turn: +0.22 Maximum life: +64.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe 'Glittermaim' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 40% chance to blind Changes stats: +6 Dex / +7 Mag / +3 Cun / +5 Con Changes damage: +6% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +12.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe 'Skystake' (6 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Damage when hit (Melee): 8 light Changes resistances: +15% blight / +18% cold / +3% physical Changes resistances penetration: +33% lightning / +15% light Changes damage: +12% cold Blindness immunity: +25% Confusion immunity: +15% Only die when reaching: -100.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +8% blight Life regen: +2.20 Maximum life: +50.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +8% blight Life regen: +2.30 Maximum life: +52.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of life (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight Mental save: +21 (+3 eff.) Life regen: +5.10 Maximum life: +88.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +6% Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of life (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight Mental save: +27 (+3 eff.) Life regen: +5.10 Maximum life: +88.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +6% Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of protection (8 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Physical save: +24 (+2 eff.) Mental save: +24 (+3 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% blight Mental save: +21 (+3 eff.) Life regen: +3.30 Maximum life: +64.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() psion's woollen robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +11% mind Changes damage: +11% mind Silence immunity: +32% Psi each turn: +0.48 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +22.00 Spellpower: +11 (+1 eff.) Mindpower: +7 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe 'Polerana' (3 def, 4 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +9 Con Changes resistances: +3% acid / +6% temporal / +6% blight / +25% fire / +19% nature Changes damage: +9% blight / +17% fire / +30% nature Poison immunity: +44% Disease immunity: +59% Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy linen robe of life (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 5 arcane resource burn Changes resistances: +8% blight Life regen: +2.40 Maximum life: +51.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy silk robe of the mind (+18%) (3 def, 0 armour) Infused by arcane disrupting forces Infused by psionic 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 9% * 9 arcane resource burn Changes resistances: +18% mind Changes damage: +18% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy woollen robe of life (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 6 arcane resource burn Changes resistances: +11% blight Life regen: +3.30 Maximum life: +59.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven cashmere robe of fire (+11%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str / +7 Mag / +7 Wil Changes resistances: +11% lightning / +11% cold / +24% fire Changes damage: +13% lightning / +10% physical / +16% fire / +14% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Str / +7 Mag / +6 Wil Changes resistances: +14% blight / +11% cold / +10% lightning Changes damage: +14% lightning / +11% physical / +14% cold Life regen: +4.20 Maximum life: +61.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Mag / +7 Wil Changes resistances: +15% lightning / +13% cold / +18% blight Changes damage: +20% lightning / +15% physical / +17% cold Life regen: +5.80 Maximum life: +100.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe of the mountain (+13%) (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 Str / +7 Mag / +8 Wil Changes resistances: +13% lightning / +13% cold / +18% physical Changes damage: +17% lightning / +31% physical / +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +7% lightning / +9% cold Changes damage: +11% lightning / +9% physical / +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +9% cold Changes damage: +11% lightning / +9% physical / +9% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's silk robe of nature (+24%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun Changes resistances: +24% nature Changes damage: +16% nature Critical mult.: +18.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Con Changes damage: +8% nature Poison immunity: +26% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Con Changes damage: +17% nature Poison immunity: +44% Disease immunity: +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe of Angolwen (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +8 Con Changes damage: +17% nature Poison immunity: +44% Disease immunity: +38% Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe of corrosion (+27%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Con Changes resistances: +27% acid Changes damage: +17% nature / +18% acid Poison immunity: +44% Disease immunity: +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe 'Huroravon' (9 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances penetration: +11% physical / +11% darkness / +20% mind Changes damage: +11% darkness / +11% physical Grants telepathy: Dragon Physical save: +40 (+4 eff.) Spell save: +12 (+2 eff.) Mental save: +15 (+2 eff.) Disarm immunity: +15% Psi when hit: +0.20 Only die when reaching: -60.00 life Maximum hate: +21.00 Mindpower: +7 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Bloomoracle the pair of iron boots (4 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +2% Effects on melee hit: * Slows global speed by 40% * 40% chance to inflict 15% damage reduction Changes resistances: +18% nature / +21% lightning Changes resistances penetration: +15% darkness / +25% nature Changes damage: +18% darkness / +12% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 2020131006 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() Coalvein (0 def, 12 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Effects on melee hit: * Slows global speed by 40% * 30% chance to inflict 15% damage reduction Changes resistances: +18% acid / +9% temporal / +9% light / +12% blight Changes resistances penetration: +25% lightning Changes damage: +33% darkness / +18% lightning Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Eclipselady (9 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +9 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +5% Changes stats: +2 Str / +1 Dex / +3 Con Changes resistances: +14% lightning / +21% temporal Changes resistances penetration: +15% darkness Life regen: +5.50 Maximum stamina: +5.00 Healing mod.: +30% A pair of boots made of leather. |
![]() Fogbraid (0 def, 19 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +19 Fatigue: +3% Damage when hit (Melee): 12 darkness Changes stats: +2 Str Changes resistances: +11% acid / +11% fire / +9% lightning / +11% cold Changes resistances penetration: +10% light Changes damage: +21% darkness Life regen: +0.60 Stamina each turn: +1.40 Light radius: +4 A pair of boots made of leather. |
![]() Glata the Venomraptor (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Str Changes resistances: +5% physical Changes resistances penetration: +10% mind Changes damage: +6% nature / +9% physical Life regen: +4.20 Maximum life: +40.00 Mental crit. chance: +5% Healing mod.: +33% A pair of boots made of leather. |
![]() Glintsmasher the pair of drakeskin leather boots (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour by 30% * 30% chance to blind Changes resistances: +9% blight / +6% cold / +9% nature / +6% acid Life regen: +11.00 Light radius: +2 Healing mod.: +60% A pair of boots made of leather. |
![]() Hellstide (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Changes resistances: +9% acid / +9% mind / +9% lightning Changes damage: +12% fire Physical save: +40 (+4 eff.) Silence immunity: +35% Pinning immunity: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Lustresear (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +4 Dex / +5 Mag / +3 Wil / +10 Cun Changes resistances: +3% acid / +30% temporal / +30% darkness / +6% light Changes resistances penetration: +20% acid / +18% temporal / +20% darkness Spellpower: +6 (+1 eff.) Defense after a teleport: +28 Resist all after a teleport: +16% New effects duration reduction after a teleport: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Nimbusravager (0 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 20 lightning Changes resistances: +18% blight / +12% darkness / +9% lightning Blindness immunity: +15% Teleport immunity: +15% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Ravenstone (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: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes stats: +7 Lck / +4 Dex Changes resistances: +18% acid / +9% fire / +9% darkness Changes resistances penetration: +20% darkness / +30% fire Changes damage: +12% acid / +18% darkness Stealth bonus: +7 A pair of boots made of leather. |
![]() Xuma (23 def, 15 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +23 (+3 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +5% Changes stats: +3 Cun Changes resistances: +3% blight / +9% mind / +3% darkness Reduces incoming crit damage: 15.00% Physical save: +42 (+4 eff.) Spell save: +15 (+2 eff.) Mental save: +21 (+3 eff.) Infravision radius: +7 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 163 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Zubaravea the Bogvagrant (41 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +5 Defense: +41 (+5 eff.) Ranged Defense: +19 (+2 eff.) Fatigue: +5% Effects on melee hit: * 26% chance to disease Damage when hit (Melee): 4 physical Changes resistances: +9% nature Life regen: +5.40 Only die when reaching: -40.00 life Healing mod.: +33% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 221 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() blood-soaked pair of dwarven-steel boots of uncanny dodging (7 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +4 Defense: +7 (+1 eff.) Ranged Defense: +7 (+0 eff.) Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() blood-soaked pair of hardened leather boots of disengagement (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() blood-soaked pair of hardened leather boots of evasion (19 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +3 Defense: +19 (+2 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 163 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() dreamer's pair of drakeskin leather boots (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +12 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) A pair of boots made of leather. |
![]() dreamer's pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Physical save: +11 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() grounding pair of drakeskin leather boots of strife (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con / +6 Wil Changes resistances: +15% lightning / +14% temporal Changes resistances penetration: +10% physical Mindpower: +7 (+0 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 135 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() grounding pair of iron boots of evasion (13 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +13 (+2 eff.) Fatigue: +2% Changes resistances: +7% lightning / +7% temporal Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 274 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() grounding pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% lightning / +7% temporal Stamina each turn: +0.50 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +11% fire / +11% cold Stamina each turn: +0.90 Maximum stamina: +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() invigorating pair of hardened leather boots of strife (0 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +5 Con / +5 Wil Changes resistances penetration: +8% physical Stamina each turn: +0.70 Maximum life: +44.00 Mindpower: +6 (+0 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 204 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() invigorating pair of iron boots of evasion (13 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +13 (+2 eff.) Fatigue: -4% Stamina each turn: +0.40 Maximum life: +36.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 163 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() invigorating pair of voratun boots of massiveness (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +10 Str / +10 Con Changes damage: +10% physical Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() miner's pair of dwarven-steel boots of strife (0 def, 12 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Changes stats: +5 Con / +5 Wil Changes resistances penetration: +8% physical Mindpower: +7 (+0 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 204 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 'Balancesorrow' (6 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +7 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +5% Changes stats: +11 Str / +4 Dex / +8 Con Changes resistances: +15% fire / +6% nature / +15% cold Changes damage: +10% physical Critical mult.: +3.00% Silence immunity: +38% Confusion immunity: +50% Stun/Freeze immunity: +40% Only die when reaching: -20.00 life Maximum stamina: +15.00 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() pair of drakeskin leather boots 'Grinadulen' (0 def, 9 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +8 Dex / +6 Wil / +6 Con / +15 Lck Changes resistances: +12% lightning / +2% physical / +3% darkness / +6% blight / +6% arcane Changes resistances penetration: +10% physical Stealth bonus: +14 Physical save: +15 (+1 eff.) Spell save: +14 (+2 eff.) Mental save: +13 (+2 eff.) Blindness immunity: +15% Only die when reaching: -40.00 life Mindpower: +9 (+0 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 135 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of iron boots of evasion (13 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +13 (+2 eff.) Fatigue: +2% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 221 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of voratun boots 'Salemitta' (8 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +4 Str / +4 Con Changes resistances: +21% blight / +3% temporal / +6% mind Changes resistances penetration: +5% blight Changes damage: +3% temporal Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +43% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() reinforced pair of dwarven-steel boots of massiveness (0 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +8 Str / +8 Con Changes resistances: +11% acid / +10% fire / +11% lightning / +11% cold Changes damage: +8% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() reinforced pair of dwarven-steel boots of rushing (0 def, 12 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +11% acid / +11% fire / +8% lightning / +11% cold It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() restorative pair of hardened leather boots of evasion (19 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +19 (+2 eff.) Fatigue: +3% Life regen: +3.90 Healing mod.: +22% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 274 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() restorative pair of rough leather boots of disengagement (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex Life regen: +2.20 Healing mod.: +13% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() stealthy pair of hardened leather boots of uncanny dodging (7 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+1 eff.) Ranged Defense: +7 (+0 eff.) Fatigue: +3% Changes stats: +11 Lck / +6 Dex Stealth bonus: +11 A pair of boots made of leather. |
![]() traveler's pair of hardened leather boots of evasion (19 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +19 (+2 eff.) Fatigue: -3% Maximum encumbrance: +38 Physical save: +11 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 274 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() traveler's pair of iron boots of uncanny dodging (4 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: -4% Maximum encumbrance: +26 Physical save: +7 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() wanderer's pair of rough leather boots of disengagement (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +5 Cun / +2 Con Physical save: +13 (+1 eff.) Mental save: +13 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Blastedge (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+1 eff.) Armour: +3 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 19 arcane / 20 light Changes stats: +10 Mag / +10 Wil / +7 Cun Changes resistances: +9% arcane / +15% darkness / +12% light Changes damage: +11% light Grants telepathy: Dragon Critical mult.: +10.00% Mental save: +6 (+1 eff.) Mindpower: +2 (+0 eff.) Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 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. |
![]() Ivywen (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +1 Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +4 Mag / +2 Wil Changes resistances: +6% blight / +6% temporal / +6% arcane / +12% light Grants telepathy: Humanoid/Orc Spell save: +6 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Pureseam the voratun gauntlets (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+2 eff.) Physical power: +40 (+3 eff.) Armour: +3 Changes stats: +12 Str / +6 Dex / +5 Cun Changes resistances: +3% lightning / +3% temporal / +3% darkness Changes damage: +9% mind Grants telepathy: Humanoid/Orc Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Vorolaith (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+0 eff.) Armour: +1 Effects on melee hit: * 20 arcane resource burn * 40% chance to corrode armour by 30% Changes stats: +2 Cun Changes resistances: +12% light / +12% nature / +6% cold / +6% arcane / +7% darkness Changes damage: +21% acid Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 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. |
![]() brawler's dwarven-steel gauntlets of strength (+8) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 (+1 eff.) Armour: +2 Changes stats: +8 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's dwarven-steel gauntlets of strength (+9) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+1 eff.) Armour: +2 Changes stats: +9 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con Talent cooldown: Double Strike (-1 turn) Physical save: +32 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +35% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's dwarven-steel gauntlets of the starseeker (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Mag / +8 Cun Changes resistances: +8% light / +7% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 17936636055.73 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's dwarven-steel gauntlets of war-making (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Physical save: +11 (+1 eff.) Spell crit. chance: +14% Mental crit. chance: +14% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's rough leather gloves of sorrow (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 16 mind / 16 darkness Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) Mental save: -13 (-1 eff.) Mindpower: +5 (+0 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's voratun gauntlets of archery (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +3 Changes stats: +5 Str / +14 Dex / +14 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+1 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cinder dwarven-steel gauntlets of dexterity (+5) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+1 eff.) Armour: +2 Damage (Melee): 11 fire Changes stats: +5 Dex Changes resistances: +7% fire Changes damage: +8% fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+1 eff.) Armour: +1 Damage (Melee): 7 acid Changes stats: +3 Dex Changes resistances: +6% acid Changes damage: +5% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +11 Physical power: +10 (+1 eff.) Armour: +2 Changes resistances: +11% blight Spell save: +15 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of regeneration (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Life regen: +4.20 Stamina each turn: +0.90 Psi each turn: +0.25 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic drakeskin leather gloves of sorrow (0 def, 8 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 32 darkness Mental save: +9 (+1 eff.) Maximum life: +77.00 Mindpower: +10 (+0 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic drakeskin leather gloves of the juggernaut (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +6 Con Physical save: +30 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +24 (+3 eff.) Disarm immunity: +50% Maximum life: +80.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic hardened leather gloves of butchering (0 def, 7 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +11 Physical power: +10 (+1 eff.) Armour: +7 Changes resistances: +11% blight Spell save: +17 (+2 eff.) Mental save: +11 (+2 eff.) Maximum life: +64.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic iron gauntlets of the verdant (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +8% blight / +8% darkness / +8% arcane Damage affinity(heal): +7% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +11 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +48.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic rough leather gloves (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +7 (+1 eff.) Maximum life: +48.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic voratun gauntlets (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 (+2 eff.) Maximum life: +80.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() iron gauntlets 'Fogbright' (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 40% chance to corrode armour by 30% Damage (Melee): 7 nature Damage when hit (Melee): 26 acid Changes resistances: +18% acid / +9% temporal / +12% light / +18% nature / +21% lightning Changes damage: +15% acid / +5% nature / +12% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() rough leather gloves 'Blindrip' (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+1 eff.) Armour: +1 Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 12 fire Changes stats: +3 Dex Changes resistances: +9% darkness Changes resistances penetration: +33% fire Changes damage: +6% acid / +9% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring drakeskin leather gloves of dexterity (+6) (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+2 eff.) Armour: +3 Effects when hit in melee: * 35% chance to reduce effective powers by 20% * 35 arcane resource burn Changes stats: +6 Dex Spell save: +21 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring hardened leather gloves of sorrow (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 28 mind / 28 darkness Effects when hit in melee: * 27% chance to reduce effective powers by 20% * 27 arcane resource burn Spell save: +17 (+2 eff.) Mental save: -13 (-1 eff.) Mindpower: +8 (+0 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring iron gauntlets of butchering (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +1 Effects when hit in melee: * 19% chance to reduce effective powers by 20% * 18 arcane resource burn Changes resistances: +7% blight Spell save: +22 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring voratun gauntlets of butchering (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +12 Physical power: +14 (+1 eff.) Armour: +3 Effects when hit in melee: * 24% chance to reduce effective powers by 20% * 33 arcane resource burn Changes resistances: +15% blight Spell save: +46 (+5 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring voratun gauntlets of the juggernaut (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 Effects when hit in melee: * 31% chance to reduce effective powers by 20% * 35 arcane resource burn Changes stats: +6 Con Physical save: +30 (+3 eff.) Spell save: +33 (+4 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +44% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 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. |
![]() spellstreaming dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+0 eff.) Armour: +2 Changes stats: +4 Cun Changes resistances: +11% darkness Mana each turn: +0.18 Spellpower: +12 (+1 eff.) Spell crit. chance: +6% Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() steady voratun gauntlets of dexterity (+6) (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: Accuracy: +35 (+3 eff.) Armour: +3 Changes stats: +6 Dex Physical save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +27% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() storm drakeskin leather gloves of sorrow (0 def, 3 armour) Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 11 lightning / 40 mind / 36 darkness Changes resistances: +10% lightning Changes damage: +11% lightning Mental save: -5 (+0 eff.) Mindpower: +10 (+0 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() voratun gauntlets of regeneration (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Barugachik (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 26 arcane resource burn Changes stats: +4 Dex / +2 Mag Changes resistances: +18% acid / +9% temporal / +21% light Reduces incoming crit damage: 20.00% Mental save: +9 (+1 eff.) Maximum hate: +13.00 Maximum psi: +30.00 A cap made of leather. |
![]() Blazevalor (3 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 20 mind Changes stats: +6 Con Changes resistances: +6% mind / +6% lightning Changes resistances penetration: +10% mind Changes damage: +18% acid / +18% lightning / +3% mind / +11% cold / +15% arcane / +15% fire Infravision radius: +9 See stealth: +25 See invisible: +25 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 174%, and attempts to push all creatures other than yourself out of its radius, inflicting 3476215369.80 light damage and 3476215366.32 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Cobracutter (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 4 light / 7 physical Changes stats: +3 Str / +8 Lck Changes resistances: +10% nature Spell save: +7 (+1 eff.) Maximum life: +52.00 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +13% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 64094974245.3 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Filthtrail (2 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +6 Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +12% acid / +11% fire / +18% nature / +11% cold Changes damage: +6% acid Maximum stamina: +15.00 Healing mod.: +40% A pointy cloth hat, very wizardly... |
![]() Flashmistress (12 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +3% Changes stats: +3 Str / +6 Mag / +7 Cun / +3 Con Changes resistances: +9% darkness Changes damage: +12% fire Physical save: +12 (+1 eff.) Disease immunity: +25% Silence immunity: +25% Infravision radius: +3 A cap made of leather. |
![]() Galuvon (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +4 Wil Changes resistances: +12% mind / +7% physical / +15% darkness / +12% fire Physical save: +47 (+5 eff.) Mental save: +21 (+3 eff.) Disease immunity: +20% Pinning immunity: +15% A cap made of leather. |
![]() Ivama the Blindrot (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +8 Str / +8 Dex Changes resistances: +18% light / +9% nature Changes damage: +18% darkness Critical mult.: +10.00% Physical save: +20 (+2 eff.) Mental save: +9 (+1 eff.) Poison immunity: +10% Disease immunity: +10% Disarm immunity: +15% Teleport immunity: +20% Maximum psi: +30.00 Mindpower: +10 (+0 eff.) A cap made of leather. |
![]() Polevea (0 def, 9 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +2 Str / +9 Wil / +10 Cun / +2 Con Changes resistances: +15% acid / +6% temporal / +15% cold / +15% fire / +15% lightning Changes resistances penetration: +15% arcane Grants telepathy: Humanoid/Orc Mental save: +3 (+1 eff.) Disarm immunity: +5% Stun/Freeze immunity: +5% Mindpower: +12 (+1 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Shinestreak the cashmere wizard hat (8 def, 10 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +10 Defense: +8 (+1 eff.) Ranged Defense: +6 (+0 eff.) Changes stats: +3 Dex Changes resistances: +14% physical / +14% darkness / +12% light Changes damage: +14% darkness / +14% physical Critical mult.: +31.00% Only die when reaching: -40.00 life Maximum stamina: +10.00 Maximum hate: +11.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Light radius: +4 A pointy cloth hat, very wizardly... |
![]() The Black Crown (0 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() Tulodin the cashmere wizard hat (11 def, 4 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Defense: +11 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +4 Dex / +7 Cun / +4 Con Critical mult.: +12.00% Physical save: +6 (+1 eff.) Mental save: +10 (+1 eff.) Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
![]() aegis cashmere wizard hat of arcana (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: +6 Mag / +6 Wil Life regen: +4.20 Spellpower: +5 (+0 eff.) Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
![]() bladed drakeskin leather cap (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): 10 physical Changes stats: +5 Str It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 64094974245.3 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() bladed hardened leather cap of knowledge (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +4 Cun / +4 Wil Mindpower: +4 (+0 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 64094974245.3 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() bladed iron helm of precognition (6 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +3 Defense: +6 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 physical Changes stats: +3 Str / +4 Cun It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 64094974245.3 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cashmere wizard hat 'Dimflash' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 darkness Changes stats: +9 Cun Changes resistances: +21% nature / +6% darkness Changes damage: +14% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Mental save: +40 (+4 eff.) Equilibrium when hit: +0.08 Heals friendly targets nearby when you use a nature summon: +40 A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat 'Splendoursting' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 20 lightning / 16 light Changes resistances: +24% darkness / +12% lightning Changes resistances penetration: +25% light / +30% lightning Changes damage: +12% darkness / +24% light Psi each turn: +0.28 Mindpower: +5 (+0 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat of earthrunes (2 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +4 Con It can be used to activate talent Stone Wall, placing all other charms into a 45 cooldown : Effective talent level: 1.0 Power cost: 45 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 14 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 27564575382.58 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() catburglar's drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Dex Changes resistances: +25% darkness Stamina when hit: +3.00 Equilibrium when hit: +3.00 Infravision radius: +8 A cap made of leather. |
![]() catburglar's hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Dex Changes resistances: +19% darkness Infravision radius: +6 A cap made of leather. |
![]() clarifying linen wizard hat of darkness (+18%) (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun Changes resistances: +18% darkness Changes damage: +12% darkness Mental save: +7 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() cleansing linen wizard hat of balance (1 def, 0 armour) Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +7% nature / +7% blight Equilibrium when hit: +1.10 Psi when hit: +1.20 Hate when hit: +1.10 A pointy cloth hat, very wizardly... |
![]() defender's dwarven-steel helm of constitution (+4) (7 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +7 (+1 eff.) Fatigue: +4% Changes stats: +4 Con Changes resistances: +5% all Physical save: +11 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() defender's hardened leather cap of might (7 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +10 Defense: +7 (+1 eff.) Fatigue: +3% Changes stats: +4 Str / +4 Con Changes resistances: +5% all Physical save: +11 (+1 eff.) A cap made of leather. |
![]() defender's hardened leather cap of trickery (7 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +10 Defense: +7 (+1 eff.) Fatigue: +3% Changes stats: +4 Cun / +4 Dex Changes resistances: +5% all Physical save: +11 (+1 eff.) A cap made of leather. |
![]() dragonslayer's iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dragonslayer's iron helm of ire (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Physical save: +7 (+1 eff.) Mental save: +6 (+1 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 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. |
![]() dwarven-steel helm 'Daylore' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 light Changes stats: +3 Str / +8 Lck / +3 Con Changes resistances: +9% acid / +13% light / +13% darkness Changes resistances penetration: +10% light Changes damage: +6% acid / +3% light Spell crit. chance: +3% Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() eldritch linen wizard hat of earthrunes (1 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Con Mana each turn: +1.10 Mana when hit: +1.20 Maximum mana: +54.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 45 cooldown : Effective talent level: 1.0 Power cost: 45 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 14 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 27564575382.58 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() fearwoven cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% darkness / +12% physical Changes damage: +14% darkness / +14% physical Maximum hate: +11.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() fearwoven cashmere wizard hat of knowledge (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +11% darkness / +14% physical Changes damage: +14% darkness / +14% physical Maximum hate: +11.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() fearwoven elven-silk wizard hat of knowledge (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: +7 Cun / +6 Wil Changes resistances: +20% darkness / +16% physical Changes damage: +20% darkness / +20% physical Maximum hate: +15.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() fearwoven linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +8% darkness / +8% physical Changes damage: +7% darkness / +8% physical Maximum hate: +7.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() grounding elven-silk wizard hat of nature (+13%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +13% lightning / +12% temporal / +28% nature Changes damage: +19% nature A pointy cloth hat, very wizardly... |
![]() hardened leather cap 'Eilineldaba' (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 blight Changes stats: +3 Cun / +3 Dex Changes resistances: +12% light / +12% darkness Physical save: +17 (+2 eff.) Mana each turn: +0.12 Maximum vim: +20.00 Spell crit. chance: +1% A cap made of leather. |
![]() insulating dwarven-steel helm of dexterity (+7) (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 Changes resistances: +11% fire / +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() insulating iron helm of trickery (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Changes resistances: +7% fire / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm 'Tempestknight' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 40% chance to daze at end of turn * 40% chance to corrode armour by 30% Damage when hit (Melee): 12 lightning Changes resistances: +19% lightning / +7% temporal / +18% acid / +30% fire Changes damage: +15% acid / +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm of ire (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +2 Con Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 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. |
![]() iron helm of trickery (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() leafwalker's voratun helm of precognition (12 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun Changes resistances: +15% nature Spell save: +7 (+1 eff.) Maximum life: +110.00 Healing mod.: +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() linen wizard hat of knowledge (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: +4 Cun / +4 Wil Mindpower: +4 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() miner's dwarven-steel helm of fortune (0 def, 8 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 crit. chance: +6.0% Armour: +8 Fatigue: +4% Changes stats: +13 Lck Spell crit. chance: +6% Mental crit. chance: +6% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's hardened leather cap of the bounder (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +8 Str / +8 Dex Infravision radius: +3 A cap made of leather. |
![]() psion's linen wizard hat of the mountain (+7%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +7% mind / +12% physical Changes damage: +8% mind / +12% physical Physical save: +6 (+1 eff.) Mental save: +8 (+1 eff.) Maximum psi: +16.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() rough leather cap of sanctity (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% blight / +7% darkness Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() stabilizing cashmere wizard hat of knowledge (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +12 Wil Physical save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() stabilizing hardened leather cap of the depths (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +17% cold Allows you to breathe in: water Physical save: +19 (+2 eff.) A cap made of leather. |
![]() starseer's linen wizard hat of madness (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +3 Wil Changes damage: +5% darkness / +6% temporal / +6% light / +6% physical Mental save: +14 (+2 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +5% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer -2066749425 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() thaloren drakeskin leather cap of knowledge (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +12 Wil Changes resistances: +12% blight Mental save: +14 (+2 eff.) Mindpower: +6 (+0 eff.) A cap made of leather. |
![]() thaloren dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Wil Changes resistances: +11% blight Mental save: +11 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() thaloren dwarven-steel helm of dexterity (+7) (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 / +7 Wil Changes resistances: +11% blight Mental save: +9 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() thaloren dwarven-steel helm of might (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +7 Wil / +4 Con Changes resistances: +11% blight Mental save: +10 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() thaloren iron helm of might (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Wil / +3 Con Changes resistances: +7% blight Mental save: +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() warlord's iron helm of the bounder (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +10 Str / +6 Dex / +4 Wil Changes resistances: +7% physical Physical save: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() werebeast's dwarven-steel helm of the bounder (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: +11 Str / +11 Dex / +3 Cun / +4 Con Changes resistances: -30% light Life regen: +5.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() werebeast's rough leather cap of strength (+6) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: -20% light Life regen: +2.10 A cap made of leather. |
![]() Betheda the voratun mail armour (26 def, 32 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +26 (+3 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +14 Cun / +9 Wil Changes resistances: +12% lightning / +12% temporal / +3% nature Physical save: +35 (+3 eff.) Mental save: +50 (+5 eff.) A suit of armour made of mail. |
![]() Bokudin the voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +10 Str Changes resistances: +30% acid / +15% physical / +20% darkness Changes resistances penetration: +10% acid / +15% mind / +15% blight Changes damage: +6% acid / +18% mind / +12% blight Life regen: +6.80 Stamina each turn: +2.50 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Glera the dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 mind / 20 acid Changes stats: +2 Cun Changes resistances: +6% acid Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Mental save: +15 (+2 eff.) Life regen: +2.50 Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 Maximum life: +76.00 Maximum psi: +60.00 Healing mod.: +19% Heals friendly targets nearby when you use a nature summon: +66 A suit of armour made of mail. |
![]() Porybeth (17 def, 29 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +2.0% Armour: +29 Defense: +17 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +6% Changes stats: +1 Dex Changes resistances: +13% acid / +12% physical / +13% cold / +13% lightning / +43% fire Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Physical save: +15 (+1 eff.) Life regen: +0.60 Light radius: +3 A suit of armour made of mail. |
![]() Samagothel (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +9% lightning / +9% physical / +9% light / +15% darkness / +6% blight / +9% fire / +15% mind / +6% arcane Changes damage: +9% mind Physical save: +21 (+2 eff.) Spell save: +24 (+3 eff.) A suit of armour made of mail. |
![]() Tempestoozer (14 def, 10 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +10 Defense: +14 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 8 lightning Changes stats: +6 Con Changes resistances: +30% acid Changes resistances penetration: +25% physical Life regen: +0.80 Only die when reaching: -100.00 life A suit of armour made of mail. |
![]() Zubura (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +12 Str / +3 Wil / +2 Cun / +12 Con Changes resistances: +27% acid / +9% cold Changes damage: +6% mind Spell save: +30 (+3 eff.) Mental save: +39 (+4 eff.) Equilibrium when hit: +0.08 Maximum life: +172.00 Mental crit. chance: +2% A suit of armour made of mail. |
![]() cleansing iron mail armour of implacability (2 def, 10 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +6% Changes resistances: +12% nature / +12% blight Physical save: +7 (+1 eff.) A suit of armour made of mail. |
![]() cleansing stralite mail armour of acid resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +18% blight / +18% nature / +25% acid A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +6 Cun / +7 Wil Mental save: +19 (+2 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of command (14 def, 15 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +14 (+2 eff.) Fatigue: +16% Changes stats: +10 Cun / +7 Wil Mental save: +38 (+4 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of the deep (3 def, 12 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +7 Cun / +7 Wil Changes resistances: +11% acid / +10% cold Allows you to breathe in: water Mental save: +19 (+2 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of thunder (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+1 eff.) Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +8 Str / +8 Mag / +15 Wil / +7 Cun Changes resistances: +15% lightning Mental save: +19 (+2 eff.) Spellpower: +18 (+2 eff.) Spell crit. chance: +8% Mindpower: +18 (+1 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
![]() enlightening steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 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: +5 Cun / +6 Wil Changes resistances: +20% fire Mental save: +16 (+2 eff.) A suit of armour made of mail. |
![]() enlightening stralite mail armour of Eyal (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 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: +7 Cun / +7 Wil Mental save: +22 (+3 eff.) Life regen: +3.40 Maximum life: +76.00 Healing mod.: +26% A suit of armour made of mail. |
![]() enlightening stralite mail armour of command (17 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +17 (+2 eff.) Fatigue: +16% Changes stats: +13 Cun / +8 Wil Mental save: +40 (+4 eff.) A suit of armour made of mail. |
![]() enlightening stralite mail armour of delving (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +9 Str / +8 Cun / +8 Wil Changes resistances: +18% darkness / +12% physical Mental save: +19 (+2 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() enlightening voratun mail armour of the deep (5 def, 16 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +9 Cun / +9 Wil Changes resistances: +14% acid / +15% cold Allows you to breathe in: water Mental save: +25 (+3 eff.) A suit of armour made of mail. |
![]() fortifying dwarven-steel mail armour (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% Changes stats: +4 Str / +5 Con Maximum life: +72.00 A suit of armour made of mail. |
![]() fortifying stralite mail armour of natural resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Con Changes resistances: +18% nature / +18% blight Reduced damage from: +9% Unnatural Maximum life: +74.00 A suit of armour made of mail. |
![]() fortifying stralite mail armour of the deep (4 def, 13 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Con Changes resistances: +11% acid / +10% cold Allows you to breathe in: water Maximum life: +67.00 A suit of armour made of mail. |
![]() fortifying voratun mail armour of command (20 def, 20 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: +20 Defense: +20 (+3 eff.) Fatigue: +16% Changes stats: +7 Str / +6 Cun / +7 Con Mental save: +25 (+3 eff.) Maximum life: +100.00 A suit of armour made of mail. |
![]() fortifying voratun mail armour of delving (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 (+1 eff.) Fatigue: +16% Changes stats: +15 Str / +7 Con Changes resistances: +20% darkness / +15% physical Maximum life: +69.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() hardened iron mail armour of command (9 def, 15 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +15 Defense: +9 (+1 eff.) Fatigue: +12% Changes stats: +2 Cun Changes resistances: +7% acid / +6% physical / +7% cold / +7% lightning / +7% fire Mental save: +13 (+2 eff.) A suit of armour made of mail. |
![]() hardened stralite mail armour of command (14 def, 26 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +26 Defense: +14 (+2 eff.) Fatigue: +16% Changes stats: +5 Cun Changes resistances: +12% acid / +10% physical / +12% cold / +12% lightning / +12% fire Mental save: +22 (+3 eff.) A suit of armour made of mail. |
![]() hardened voratun mail armour of Eyal (5 def, 20 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: +20 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +13% acid / +9% physical / +12% cold / +13% lightning / +11% fire Life regen: +4.00 Maximum life: +100.00 Healing mod.: +30% A suit of armour made of mail. |
![]() impenetrable stralite mail armour of lightning resistance (4 def, 25 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +27% lightning A suit of armour made of mail. |
![]() impenetrable voratun mail armour of cold resistance (5 def, 25 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +30% cold A suit of armour made of mail. |
![]() iron mail armour of implacability (2 def, 10 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +6% Physical save: +7 (+1 eff.) A suit of armour made of mail. |
![]() prismatic dwarven-steel mail armour of acid resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane 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: +24% acid / +15% light / +15% darkness A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +22% blight / +21% darkness / +24% lightning Light radius: +2 A suit of armour made of mail. |
![]() radiant steel mail armour of command (10 def, 11 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +10 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 6 light Changes stats: +3 Cun / +3 Wil Changes resistances: +18% blight / +18% darkness Mental save: +16 (+2 eff.) Light radius: +2 A suit of armour made of mail. |
![]() radiant stralite mail armour of clarity (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +26% blight / +26% darkness / +9% mind Mental save: +22 (+3 eff.) Light radius: +2 A suit of armour made of mail. |
![]() radiant stralite mail armour of cold resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +22% blight / +27% cold / +23% darkness Light radius: +2 A suit of armour made of mail. |
![]() radiant voratun mail armour of natural resilience (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 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +48% blight / +20% nature / +24% darkness Reduced damage from: +15% Unnatural Light radius: +2 A suit of armour made of mail. |
![]() rejuvenating dwarven-steel mail armour of delving (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +8 Str Changes resistances: +14% darkness / +11% physical Life regen: +5.60 Stamina each turn: +1.50 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() rejuvenating dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +24% lightning Life regen: +4.90 Stamina each turn: +1.10 A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of command (17 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +17 (+2 eff.) Fatigue: +16% Changes stats: +5 Cun Mental save: +22 (+3 eff.) Life regen: +5.70 Stamina each turn: +2.10 A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of command (17 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +17 (+2 eff.) Fatigue: +16% Changes stats: +5 Cun Mental save: +18 (+2 eff.) Life regen: +6.80 Stamina each turn: +1.90 A suit of armour made of mail. |
![]() searing stralite mail armour of implacability (4 def, 17 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: +17 Defense: +4 (+1 eff.) Fatigue: +7% Damage (Melee): 19 acid / 20 fire Damage when hit (Melee): 14 acid / 15 fire Changes resistances: +26% acid / +26% fire Physical save: +13 (+1 eff.) A suit of armour made of mail. |
![]() steel mail armour of natural resilience (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 / +14% blight Reduced damage from: +7% Unnatural A suit of armour made of mail. |
![]() voratun mail armour 'Chamithad' (5 def, 40 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +40 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +9 Str / +6 Con Changes resistances: +13% acid / +13% physical / +13% cold / +11% lightning / +22% fire Hate when firing a critical mind attack: +2.00 Maximum life: +63.00 Maximum psi: +20.00 Light radius: +1 Heals friendly targets nearby when you use a nature summon: +60 A suit of armour made of mail. |
![]() voratun mail armour of implacability (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +6% Physical save: +15 (+1 eff.) A suit of armour made of mail. |
![]() Adiyamina the rough leather armour (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 8 mind / 12 physical Changes stats: +5 Cun Changes resistances: +12% blight / +15% acid Mental save: +21 (+3 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +50 A suit of armour made of leather. |
![]() Chargerebel the cured leather armour (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 40% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes stats: +7 Str Changes resistances: +27% lightning / +9% physical / +13% darkness Changes resistances penetration: +33% acid / +20% nature Changes damage: +9% acid Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Flashnigh (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: -4% Changes stats: +8 Dex Changes resistances: +18% acid Changes damage: +18% lightning Critical mult.: +20.00% Maximum hate: +8.00 Maximum psi: +50.00 Light radius: +3 Infravision radius: +4 A suit of armour made of leather. |
![]() Fulandil the Barkblow (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 6 light / 16 nature Changes stats: +2 Wil Changes resistances: +14% blight / +13% darkness Changes resistances penetration: +15% fire / +33% light / +33% nature Changes damage: +27% nature Light radius: +4 A suit of armour made of leather. |
![]() Grinylach (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +3 Str / +2 Dex / +3 Mag / +4 Wil / +3 Con Changes resistances: +30% lightning Reduces incoming crit damage: 20.00% Life regen: +11.10 Maximum life: +130.00 Healing mod.: +28% A suit of armour made of leather. |
![]() Isulle the reinforced leather armour (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% Changes stats: +2 Dex / +8 Con Changes resistances: +9% physical / +12% light / +12% temporal Physical save: +52 (+5 eff.) Spell save: +15 (+2 eff.) Disarm immunity: +15% Stamina each turn: +0.80 Only die when reaching: -60.00 life A suit of armour made of leather. |
![]() Radhekalthobers the drakeskin leather armour (5 def, 21 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +21 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +14% acid / +20% blight / +13% cold / +19% nature / +9% mind Changes damage: +18% mind Reduced damage from: +14% Unnatural Allows you to breathe in: water Critical mult.: +6.00% Life regen: +4.00 Stamina each turn: +0.20 Maximum life: +100.00 Healing mod.: +28% A suit of armour made of leather. |
![]() cleansing cured leather armour of delving (2 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +7 Str Changes resistances: +14% blight / +9% physical / +14% darkness / +14% nature Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() cleansing hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +16% blight / +24% cold / +16% nature A suit of armour made of leather. |
![]() cleansing hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +16% blight / +24% cold / +15% nature A suit of armour made of leather. |
![]() cleansing rough leather armour of Eyal (1 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +12% nature / +12% blight Life regen: +1.50 Maximum life: +52.00 Healing mod.: +14% A suit of armour made of leather. |
![]() cured leather armour of alacrity (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() drakeskin leather armour of command (20 def, 17 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +20 (+3 eff.) Fatigue: +8% Changes stats: +6 Cun Mental save: +25 (+3 eff.) A suit of armour made of leather. |
![]() drakeskin leather armour of natural resilience (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +20% nature / +19% blight Reduced damage from: +14% Unnatural A suit of armour made of leather. |
![]() drakeskin leather armour of the wind (17 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +18 Physical crit. chance: +9.0% Armour: +8 Defense: +17 (+2 eff.) Fatigue: +8% Stamina each turn: +1.10 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 2442 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() duelist's cured leather armour of Eyal (8 def, 10 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+1 eff.) Fatigue: +7% Changes stats: +6 Cun / +6 Dex Life regen: +2.00 Maximum life: +61.00 Healing mod.: +18% A suit of armour made of leather. |
![]() duelist's cured leather armour of cold resistance (8 def, 10 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+1 eff.) Fatigue: +7% Changes stats: +5 Cun / +5 Dex Changes resistances: +19% cold A suit of armour made of leather. |
![]() duelist's drakeskin leather armour of acid resistance (15 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +15 (+2 eff.) Fatigue: +8% Changes stats: +10 Cun / +10 Dex Changes resistances: +30% acid A suit of armour made of leather. |
![]() duelist's reinforced leather armour of acid resistance (10 def, 16 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +10 (+1 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Dex Changes resistances: +27% acid A suit of armour made of leather. |
![]() duelist's reinforced leather armour of fire resistance (13 def, 13 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +13 (+2 eff.) Fatigue: +8% Changes stats: +9 Cun / +8 Dex Changes resistances: +27% fire A suit of armour made of leather. |
![]() enlightening cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +6 Cun / +6 Wil Mental save: +16 (+2 eff.) A suit of armour made of leather. |
![]() enlightening cured leather armour of command (11 def, 10 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +11 (+2 eff.) Fatigue: +7% Changes stats: +9 Cun / +6 Wil Mental save: +31 (+4 eff.) A suit of armour made of leather. |
![]() enlightening hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +5 Cun / +6 Wil Mental save: +18 (+2 eff.) A suit of armour made of leather. |
![]() enlightening hardened leather armour of alacrity (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Mental save: +19 (+2 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() enlightening hardened leather armour of command (13 def, 14 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +13 (+2 eff.) Fatigue: +8% Changes stats: +10 Cun / +7 Wil Mental save: +38 (+4 eff.) A suit of armour made of leather. |
![]() enlightening hardened leather armour of the hero (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +7 Str / +6 Dex / +7 Mag / +12 Wil / +14 Cun Mental save: +19 (+2 eff.) Maximum life: +50.00 A suit of armour made of leather. |
![]() enlightening hardened leather armour of thunder (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+1 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Mag / +13 Wil / +7 Cun Changes resistances: +16% lightning Mental save: +19 (+2 eff.) Spellpower: +17 (+2 eff.) Spell crit. chance: +8% Mindpower: +19 (+1 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
![]() enlightening reinforced leather armour of the deep (4 def, 12 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +8 Cun / +3 Wil Changes resistances: +12% acid / +13% cold Allows you to breathe in: water Mental save: +17 (+2 eff.) A suit of armour made of leather. |
![]() enlightening rough leather armour of resilience (1 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Wil Mental save: +13 (+2 eff.) Maximum life: +28.00 A suit of armour made of leather. |
![]() marauder's cured leather armour of natural resilience (8 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Dex Changes resistances: +14% nature / +14% blight Reduced damage from: +9% Unnatural Physical save: +9 (+1 eff.) A suit of armour made of leather. |
![]() marauder's drakeskin leather armour (15 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+2 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Physical save: +14 (+1 eff.) A suit of armour made of leather. |
![]() marauder's drakeskin leather armour of Eyal (15 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: +15 (+2 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex Physical save: +19 (+2 eff.) Life regen: +4.00 Maximum life: +98.00 Healing mod.: +29% A suit of armour made of leather. |
![]() marauder's drakeskin leather armour of command (29 def, 18 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +29 (+4 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex / +6 Cun Physical save: +17 (+2 eff.) Mental save: +20 (+2 eff.) A suit of armour made of leather. |
![]() marauder's hardened leather armour of alacrity (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes stats: +7 Str / +8 Dex Physical save: +14 (+1 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() marauder's hardened leather armour of cold resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex Changes resistances: +24% cold Physical save: +13 (+1 eff.) A suit of armour made of leather. |
![]() marauder's rough leather armour of Toknor (5 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Critical mult.: +12.00% Physical save: +8 (+1 eff.) A suit of armour made of leather. |
![]() marauder's rough leather armour of the deep (5 def, 4 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Physical save: +8 (+1 eff.) A suit of armour made of leather. |
![]() multi-hued cured leather armour of the wind (11 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Armour: +4 Defense: +11 (+2 eff.) Fatigue: +7% Changes resistances: +11% acid / +11% physical / +11% cold / +11% lightning / +10% fire Stamina each turn: +0.90 Mindpower: +8 (+0 eff.) Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 2442 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() multi-hued hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +13% acid / +14% physical / +14% cold / +14% lightning / +14% fire Mindpower: +10 (+0 eff.) A suit of armour made of leather. |
![]() multi-hued reinforced leather armour of Eyal (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +17% acid / +17% physical / +15% cold / +17% lightning / +17% fire Life regen: +3.00 Maximum life: +88.00 Mindpower: +13 (+1 eff.) Healing mod.: +26% A suit of armour made of leather. |
![]() multi-hued reinforced leather armour of the deep (4 def, 12 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +30% acid / +17% physical / +30% cold / +17% lightning / +15% fire Allows you to breathe in: water Mindpower: +11 (+1 eff.) A suit of armour made of leather. |
![]() multi-hued rough leather armour of stability (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +8% acid / +14% physical / +8% cold / +8% lightning / +8% fire Physical save: +13 (+1 eff.) Mindpower: +7 (+0 eff.) A suit of armour made of leather. |
![]() nimble hardened leather armour (14 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+2 eff.) Ranged Defense: +11 (+1 eff.) Fatigue: +8% Changes stats: +4 Dex Movement speed: +20% A suit of armour made of leather. |
![]() nimble hardened leather armour of the deep (10 def, 10 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +8% Changes stats: +4 Dex Changes resistances: +11% acid / +11% cold Allows you to breathe in: water Movement speed: +20% A suit of armour made of leather. |
![]() nimble hardened leather armour of thunder (14 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: Physical crit. chance: +7.0% Physical power: +18 (+1 eff.) Armour: +6 Defense: +14 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +4 Dex / +8 Mag / +8 Wil Changes resistances: +16% lightning Spellpower: +19 (+2 eff.) Spell crit. chance: +8% Mindpower: +17 (+1 eff.) Mental crit. chance: +8% Movement speed: +20% A suit of armour made of leather. |
![]() nimble reinforced leather armour of Toknor (18 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +18 (+2 eff.) Ranged Defense: +14 (+1 eff.) Fatigue: +8% Changes stats: +5 Dex Critical mult.: +18.00% Movement speed: +20% A suit of armour made of leather. |
![]() prismatic rough leather armour of the hero (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +4 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +12% light / +12% darkness Maximum life: +38.00 A suit of armour made of leather. |
![]() radiant reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +18% blight / +26% darkness Light radius: +2 A suit of armour made of leather. |
![]() radiant reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +22% blight / +22% darkness Light radius: +2 A suit of armour made of leather. |
![]() radiant reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +26% blight / +25% darkness Light radius: +2 A suit of armour made of leather. |
![]() reinforced leather armour 'Poxravage' (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): 26 nature Changes resistances: +23% fire / +26% light / +6% arcane Physical save: +40 (+4 eff.) Spell save: +45 (+5 eff.) Blindness immunity: +20% Poison immunity: +15% Stun/Freeze immunity: +10% Teleport immunity: +15% A suit of armour made of leather. |
![]() reinforced leather armour of Eyal (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Life regen: +3.00 Maximum life: +88.00 Healing mod.: +26% A suit of armour made of leather. |
![]() reinforced leather armour of the deep (4 def, 12 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +13% acid / +13% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() reinforced leather armour of the deep (4 def, 12 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +13% acid / +11% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() rejuvenating cured leather armour of delving (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +7 Str Changes resistances: +14% darkness / +9% physical Life regen: +3.80 Stamina each turn: +1.30 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of acid resistance (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: +25% acid Life regen: +6.80 Stamina each turn: +2.10 A suit of armour made of leather. |
![]() rejuvenating rough leather armour of the deep (1 def, 4 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Life regen: +3.20 Stamina each turn: +0.90 A suit of armour made of leather. |
![]() rough leather armour of alacrity (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() rough leather armour of alacrity (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() rough leather armour of command (8 def, 7 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +8 (+1 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +13 (+2 eff.) A suit of armour made of leather. |
![]() searing hardened leather armour of thunder (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+1 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 17 acid / 17 fire Damage when hit (Melee): 13 acid / 12 fire Changes stats: +8 Str / +7 Mag / +7 Wil Changes resistances: +22% acid / +22% fire / +16% lightning Spellpower: +18 (+2 eff.) Spell crit. chance: +8% Mindpower: +19 (+1 eff.) Mental crit. chance: +8% A suit of armour made of leather. |
![]() searing rough leather armour of Toknor (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 11 acid / 10 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +14% acid / +14% fire Critical mult.: +12.00% A suit of armour made of leather. |
![]() spiked reinforced leather armour of Eyal (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% Damage when hit (Melee): 18 physical Life regen: +2.60 Maximum life: +74.00 Healing mod.: +26% A suit of armour made of leather. |
![]() spiked reinforced leather armour of delving (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): 18 physical Changes stats: +9 Str Changes resistances: +18% darkness / +13% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() troll-hide drakeskin leather armour of delving (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 (+1 eff.) Fatigue: +8% Changes stats: +9 Str Changes resistances: +17% darkness / +15% physical Life regen: +9.80 Maximum life: +70.00 Light radius: +2 Healing mod.: +26% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() troll-hide drakeskin leather armour of delving (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 (+1 eff.) Fatigue: +8% Changes stats: +10 Str Changes resistances: +20% darkness / +13% physical Life regen: +15.00 Maximum life: +70.00 Light radius: +1 Healing mod.: +25% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() troll-hide hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +24% cold Life regen: +10.20 Maximum life: +52.00 Healing mod.: +22% A suit of armour made of leather. |
![]() troll-hide hardened leather armour of command (14 def, 14 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +14 (+2 eff.) Fatigue: +8% Changes stats: +4 Cun Mental save: +16 (+2 eff.) Life regen: +9.50 Maximum life: +54.00 Healing mod.: +14% A suit of armour made of leather. |
![]() troll-hide reinforced leather armour of fire resistance (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: +27% fire Life regen: +11.00 Maximum life: +62.00 Healing mod.: +22% A suit of armour made of leather. |
![]() troll-hide rough leather armour of command (8 def, 7 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +8 (+1 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +12 (+2 eff.) Life regen: +5.40 Maximum life: +38.00 Healing mod.: +14% A suit of armour made of leather. |
![]() troll-hide rough leather armour of delving (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +5 Str Changes resistances: +12% darkness / +7% physical Life regen: +5.40 Maximum life: +38.00 Light radius: +2 Healing mod.: +13% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() volcanic cured leather armour of lightning resistance (2 def, 13 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +19% lightning / +18% fire / +18% physical A suit of armour made of leather. |
![]() volcanic cured leather armour of the deep (2 def, 16 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +16 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +9% acid / +18% fire / +9% cold / +18% physical Allows you to breathe in: water A suit of armour made of leather. |
![]() volcanic drakeskin leather armour of Eyal (5 def, 23 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 10 fire Changes resistances: +24% fire / +30% physical Life regen: +3.70 Maximum life: +88.00 Healing mod.: +30% A suit of armour made of leather. |
![]() volcanic hardened leather armour (3 def, 17 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes resistances: +22% fire / +22% physical A suit of armour made of leather. |
![]() volcanic rough leather armour (1 def, 9 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +9 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +14% fire / +13% physical A suit of armour made of leather. |
![]() volcanic rough leather armour of the deep (1 def, 11 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +11 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +6% acid / +14% fire / +7% cold / +13% physical Allows you to breathe in: water A suit of armour made of leather. |
![]() Glorana the dwarven-steel plate armour (5 def, 25 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: +25 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * Slows global speed by 40% Changes stats: +3 Wil Changes resistances: +9% acid / +9% cold Changes resistances penetration: +25% mind Disarm immunity: +20% Pinning immunity: +25% Stun/Freeze immunity: +15% Maximum psi: +30.00 A suit of armour made of metal plates. |
![]() Khelistir (16 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +16 (+2 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 12 light Changes stats: +6 Str / +5 Wil / +6 Con Changes resistances: +24% darkness / +26% blight / +6% cold / +14% arcane / +9% fire Spell save: +22 (+3 eff.) Pinning immunity: +10% Stun/Freeze immunity: +20% Maximum life: +86.00 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
![]() Kydrandil the Chargeoath (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 8 physical Changes stats: +5 Con Changes resistances: +25% lightning / +12% cold Changes resistances penetration: +30% lightning Reduces incoming crit damage: 15.00% Disease immunity: +15% Stun/Freeze immunity: +25% Knockback immunity: +15% A suit of armour made of metal plates. |
![]() Layavea the Serpentsteel (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Effects on melee hit: * 26 arcane resource burn Damage when hit (Melee): 12 light Changes resistances: +21% lightning / +9% temporal / +9% darkness / +15% blight / +15% fire / +6% nature Changes damage: +9% nature Spell save: +55 (+6 eff.) A suit of armour made of metal plates. |
![]() Mayiwen (9 def, 34 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +9 (+1 eff.) Fatigue: +26% Changes stats: +13 Str / +4 Wil / +11 Con Changes resistances: +15% acid / +15% physical / +13% cold / +13% lightning / +15% fire Changes resistances penetration: +25% mind Talent cooldown: Rush (-5 turns) Mental save: +40 (+4 eff.) Disarm immunity: +36% Stun/Freeze immunity: +40% Knockback immunity: +33% Hate when firing a critical mind attack: +5.00 Maximum life: +91.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +2% A suit of armour made of metal plates. |
![]() Mayogama the Blindwire (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +5 Str / +11 Cun Changes resistances: +15% fire Changes damage: +9% light / +12% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 20.00% Life regen: +4.40 Stamina each turn: +1.30 Light radius: +4 A suit of armour made of metal plates. |
![]() Sootvalor the voratun plate armour (12 def, 18 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +25 (+2 eff.) Armour: +18 Defense: +12 (+2 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +26% Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes stats: +9 Str / +10 Mag / +28 Wil / +17 Cun Changes resistances: +18% lightning Changes damage: +3% physical Physical save: +6 (+1 eff.) Mental save: +50 (+5 eff.) Life regen: +0.20 Only die when reaching: -100.00 life Spellpower: +25 (+2 eff.) Spell crit. chance: +9% Mindpower: +25 (+2 eff.) Mental crit. chance: +10% Healing mod.: +10% A suit of armour made of metal plates. |
![]() Voriba (3 def, 7 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: +7 Defense: +3 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 6 light Changes stats: +7 Wil Changes resistances: +12% temporal / +13% darkness / +14% blight / +6% arcane / +9% nature Physical save: +45 (+4 eff.) Spell save: +15 (+2 eff.) Cut immunity: +25% Silence immunity: +10% Light radius: +2 A suit of armour made of metal plates. |
![]() Xesebremina (4 def, 19 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour penetration: +3 Armour: +19 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +2 Dex Changes resistances: +9% acid / +14% blight / +12% fire / +32% nature / +9% lightning Spell save: +9 (+1 eff.) Mental save: +12 (+2 eff.) Pinning immunity: +15% Light radius: +3 A suit of armour made of metal plates. |
![]() cleansing iron plate armour of stability (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +12% blight / +6% physical / +12% nature Physical save: +12 (+1 eff.) A suit of armour made of metal plates. |
![]() fearforged dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +35% Changes stats: +8 Con Changes resistances: +11% fire / -15% light / +11% darkness Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) A suit of armour made of metal plates. |
![]() fortifying dwarven-steel plate armour of Eyal (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +5 Str / +5 Con Life regen: +2.40 Maximum life: +128.00 Healing mod.: +22% A suit of armour made of metal plates. |
![]() hardened stralite plate armour of acid resistance (7 def, 22 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +7 (+1 eff.) Fatigue: +26% Changes resistances: +35% acid / +11% physical / +12% cold / +10% lightning / +12% fire A suit of armour made of metal plates. |
![]() prismatic dwarven-steel plate armour of cold resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes resistances: +23% cold / +16% light / +16% darkness A suit of armour made of metal plates. |
![]() spiked iron plate armour of delving (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): 12 physical Changes stats: +6 Str Changes resistances: +12% darkness / +7% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 115 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() steel plate armour 'Salulaith' (16 def, 17 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +17 Defense: +16 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +22% Changes stats: +4 Str / +4 Con Changes resistances: +12% acid / +12% cold Spell save: +15 (+2 eff.) Pinning immunity: +25% Knockback immunity: +15% Maximum life: +58.00 A suit of armour made of metal plates. |
![]() steel plate armour 'Yvulaith' (25 def, 21 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +21 Defense: +25 (+3 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +22% Changes stats: +3 Cun Changes resistances: +33% cold Mental save: +68 (+7 eff.) Cut immunity: +25% Disarm immunity: +20% Stun/Freeze immunity: +20% A suit of armour made of metal plates. |
![]() voratun plate armour 'Stokepulverizer' (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Changes stats: +2 Str / +8 Wil / +9 Cun Changes resistances: +30% acid / +3% light / +32% fire / +3% darkness / +9% lightning Changes damage: +3% fire Mental save: +20 (+2 eff.) Disarm immunity: +10% Knockback immunity: +10% See invisible: +18 A suit of armour made of metal plates. |
![]() Layara the voratun shield (12 def, 3 armour, 210.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 35% chance to cause random gloom * 30% chance to reduce effective powers by 20% * 35 arcane resource burn Changes stats: +6 Con Changes resistances: +20% acid / +20% temporal / +6% light / +30% cold / +20% nature Changes damage: +12% acid Talent granted: +5 Block Spell save: +20 (+2 eff.) Handheld deflection devices. |
![]() Ravenjam (12 def, 3 armour, 180.5 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: Physical crit. chance: +12.0% Physical power: +19 (+1 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 20 ice Changes stats: +1 Cun Changes resistances: +12% darkness / +6% blight Changes resistances penetration: +5% mind / +5% darkness Talent granted: +5 Block Mental save: +3 (+1 eff.) Psi when hit: +0.04 Maximum hate: +4.00 Handheld deflection devices. |
![]() Sanguine Shield (14 def, 4 armour, 220 block) Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+2 eff.) Ranged Defense: +14 (+1 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() Stokeslice the voratun shield (12 def, 9 armour, 187.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to corrode armour by 30% Effects when hit in melee: * 19% chance to corrode armour by 30% Changes stats: +6 Con Changes resistances: +19% acid / +5% arcane / +28% lightning Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +15% fire Talents granted: +1 Ward +5 Block Silence immunity: +10% Confusion immunity: +20% Pinning immunity: +20% Handheld deflection devices. |
![]() Strikespitter (12 def, 3 armour, 186 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 arcane Changes resistances: +3% lightning / +30% cold / +15% light / +15% darkness Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +5 cold Changes resistances penetration: +15% arcane / +10% fire Talents granted: +1 Ward +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() Tulorochak the Morningdredge (8 def, 11 armour, 154 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: +11 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Effects on melee hit: * 26 arcane resource burn Changes stats: +6 Con Changes resistances: +6% mind / +20% temporal / +9% darkness / +18% nature Talent granted: +3 Block Physical save: +11 (+1 eff.) Blindness immunity: +15% Disease immunity: +20% Knockback immunity: +15% Handheld deflection devices. |
![]() Velabremith the Oozewrither (6 def, 2 armour, 39.5 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 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 8 lightning Changes resistances: +9% mind / +6% darkness / +9% nature Talent granted: +2 Block Blindness immunity: +25% Disarm immunity: +25% Stun/Freeze immunity: +35% Maximum life: +64.00 Handheld deflection devices. |
![]() acidic stralite shield of radiance (10 def, 2 armour, 144 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Damage (Melee): 9 acid Effects when hit in melee: * 31% chance to blind Damage when hit (Melee): 27 acid Changes stats: +5 Mag / +7 Con Changes resistances: +17% light Talent granted: +4 Block Handheld deflection devices. |
![]() cosmic dwarven-steel shield of patience (8 def, 2 armour, 73 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 16 temporal Changes resistances: +16% temporal / +11% light / +11% darkness Talent granted: +3 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (797) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() cosmic iron shield of radiance (4 def, 2 armour, 22 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Effects when hit in melee: * 13% chance to blind Changes stats: +2 Mag / +4 Con Changes resistances: +19% light / +7% darkness Talent granted: +1 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() crackling dwarven-steel shield of resilience (8 def, 2 armour, 78 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Effects when hit in melee: * 15% chance to daze at end of turn Changes stats: +4 Dex Changes resistances: +16% lightning Talent granted: +3 Block Maximum life: +76.00 Handheld deflection devices. |
![]() dwarven-steel shield of earthen fury (8 def, 12 armour, 79 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: +12 Armour Hardiness: +8% Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Changes resistances: +16% physical Talent granted: +3 Block Handheld deflection devices. |
![]() dwarven-steel shield of patience (8 def, 2 armour, 81 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 16 temporal Changes resistances: +16% temporal Talent granted: +3 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (797) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() dwarven-steel shield of radiance (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Effects when hit in melee: * 28% chance to blind Changes stats: +4 Mag / +6 Con Changes resistances: +16% light Talent granted: +3 Block Handheld deflection devices. |
![]() impervious iron shield of crushing (4 def, 8 armour, 65 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: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Changes stats: +4 Con Talent granted: +1 Block Physical save: +7 (+1 eff.) Handheld deflection devices. |
![]() impervious steel shield of earthen fury (6 def, 19 armour, 103 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: +19 Armour Hardiness: +7% Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Changes stats: +5 Con Changes resistances: +14% physical Talent granted: +2 Block Physical save: +9 (+1 eff.) Handheld deflection devices. |
![]() impervious steel shield of earthen fury (6 def, 18 armour, 89 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: +18 Armour Hardiness: +7% Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Changes stats: +5 Con Changes resistances: +14% physical Talent granted: +2 Block Physical save: +9 (+1 eff.) Handheld deflection devices. |
![]() impervious steel shield of temporal resistance (+14%) (6 def, 10 armour, 94 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: +10 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Con Changes resistances: +14% temporal Talent granted: +2 Block Physical save: +8 (+1 eff.) Handheld deflection devices. |
![]() impervious stralite shield of lightning resistance (+23%) (10 def, 13 armour, 240.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +13 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +23% lightning Talent granted: +4 Block Physical save: +13 (+1 eff.) Handheld deflection devices. |
![]() impervious voratun shield (12 def, 15 armour, 302.5 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: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes stats: +7 Con Talent granted: +5 Block Physical save: +13 (+1 eff.) Handheld deflection devices. |
![]() iron shield of crushing (4 def, 2 armour, 23 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: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
![]() iron shield of crushing (4 def, 2 armour, 21.5 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: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
![]() iron shield of earthen fury (4 def, 9 armour, 18 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +9 Armour Hardiness: +6% Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Changes resistances: +12% physical Talent granted: +1 Block Handheld deflection devices. |
![]() living stralite shield of lightning resistance (+15%) (10 def, 2 armour, 144.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 18 nature Changes resistances: +15% blight / +13% nature / +25% lightning Talent granted: +4 Block Maximum life: +86.00 Handheld deflection devices. |
![]() living stralite shield of resistance (10 def, 2 armour, 139 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 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 18 nature Changes resistances: +11% acid / +12% lightning / +18% blight / +12% cold / +18% nature / +11% fire Talent granted: +4 Block Maximum life: +96.00 Handheld deflection devices. |
![]() reinforced stralite shield of mind resistance (+15%) (10 def, 10 armour, 224 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Changes resistances: +15% mind Talent granted: +4 Block Handheld deflection devices. |
![]() reinforced stralite shield of resistance (10 def, 10 armour, 208.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Changes resistances: +10% acid / +12% fire / +12% lightning / +12% cold Talent granted: +4 Block Handheld deflection devices. |
![]() scouring iron shield of earthen fury (4 def, 9 armour, 20.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +9 Armour Hardiness: +6% Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Effects when hit in melee: * 19% chance to reduce effective powers by 20% * 19 arcane resource burn Changes stats: +4 Con Changes resistances: +8% acid / +12% physical / +8% nature Talent granted: +1 Block Handheld deflection devices. |
![]() scouring steel shield of resistance (6 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Effects when hit in melee: * 22% chance to reduce effective powers by 20% * 23 arcane resource burn Changes stats: +5 Con Changes resistances: +19% acid / +9% fire / +9% cold / +11% nature / +8% lightning Talent granted: +2 Block Handheld deflection devices. |
![]() scouring stralite shield (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 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 31% chance to reduce effective powers by 20% * 31 arcane resource burn Changes stats: +6 Con Changes resistances: +16% acid / +13% nature Talent granted: +4 Block Handheld deflection devices. |
![]() shocking iron shield of resistance (4 def, 2 armour, 20.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Damage (Melee): 6 lightning Damage when hit (Melee): 14 lightning Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Talent granted: +1 Block Handheld deflection devices. |
![]() shocking voratun shield of resilience (12 def, 3 armour, 203 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 28 lightning Talent granted: +5 Block Maximum life: +100.00 Handheld deflection devices. |
![]() stralite shield 'Shadowtaint' (10 def, 2 armour, 142.5 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 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 12 darkness Changes resistances: +15% darkness / +27% fire Changes resistances penetration: +20% darkness Changes damage: +6% darkness / +9% fire Talent granted: +4 Block Mental save: +21 (+3 eff.) Maximum hate: +4.00 Mental crit. chance: +2% Handheld deflection devices. |
![]() voratun shield of resistance (12 def, 3 armour, 192 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes resistances: +13% acid / +13% fire / +13% lightning / +13% cold Talent granted: +5 Block Handheld deflection devices. |
![]() warded steel shield of patience (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 14 temporal Changes resistances: +14% temporal Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +1 Ward +2 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (797) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() wintry dwarven-steel shield (8 def, 2 armour, 76 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: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 16 ice Changes stats: +4 Wil Changes resistances: +16% cold Talent granted: +3 Block Handheld deflection devices. |
![]() wintry steel shield (6 def, 2 armour, 42 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 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 14 ice Changes stats: +3 Wil Changes resistances: +14% cold Talent granted: +2 Block Handheld deflection devices. |
![]() wintry voratun shield (12 def, 3 armour, 200 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 20 ice Changes stats: +6 Wil Changes resistances: +20% cold Talent granted: +5 Block Handheld deflection devices. |
![]() Blastoracle the quiver of yew arrows (21/21, 143% power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 40% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Ranged): +21 bleed / +53 mind Burst (radius 1) on hit: +40 lightning / +32 mind Burst (radius 2) on crit: +12 lightning Arrows are used with bows to pierce your foes to death. |
![]() Flashpain (18/18, 154% power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 40% chance to daze at end of turn * 53% chance to corrode armour by 30% * 40% chance to inflict 15% damage reduction Damage (Ranged): +75 insidious poison / +20 darkness / +16 lightning Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +12 darkness / +16 lightning Arrows are used with bows to pierce your foes to death. |
![]() Gloomripper the quiver of dragonbone arrows (21/21, 169% 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 Power: 170% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +18.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 30% chance to disease * 53% chance to inflict 15% damage reduction * 10% chance to knock the target back On weapon crit: * cripple the target Travel speed: +100% Damage (Ranged): +4 darkness / +20 blight / +82 physical Burst (radius 2) on crit: +12 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
![]() Naturewhisper (18/18, 128% power, 8 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 128% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +6.0% Capacity: 18 On weapon hit: * Slows global speed by 12% Damage (Ranged): +12 physical / +40 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
![]() Uriroddarin (20/20, 187% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 188% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Damage (Ranged): +18 temporal / +29 nature / +12 arcane Burst (radius 1) on hit: +24 arcane / +38 fire Arrows are used with bows to pierce your foes to death. |
![]() arcing quiver of yew arrows of vileness (19/19, 135% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 135% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 17% chance to disease * 25% chance for lightning to arc to a second target Damage (Ranged): +21 lightning / +21 blight Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of yew arrows of annihilation (14/14, 153% power, 21 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 153% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +14.0% Capacity: 14 On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Travel speed: +200% Damage (Ranged): +21 bleed Arrows are used with bows to pierce your foes to death. |
![]() hateful quiver of yew arrows of paradox (18/18, 140% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 On weapon hit: * 17% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +20 temporal / +30 darkness Damage against: +21% Living Arrows are used with bows to pierce your foes to death. |
![]() inquisitor's quiver of elven-wood arrows of persecution (16/16, 152% power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 152% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 16 On weapon hit: * disrupts spell-casting On weapon crit: * burns latent spell energy Damage (Ranged): +27 manaburn arcane Damage against: +38% Unnatural Arrows are used with bows to pierce your foes to death. |
![]() plaguebringer's quiver of elm arrows of accuracy (16/16, 105% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 106% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 12% chance to disease Damage (Ranged): +12 blight Arrows are used with bows to pierce your foes to death. |
![]() plaguebringer's quiver of elm arrows of erosion (24/24, 105% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 106% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 24 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 12% chance to disease Damage (Ranged): +12 blight / +12 nature / +12 temporal Arrows are used with bows to pierce your foes to death. |
![]() quiver of elven-wood arrows 'Shinemarrow' (19/19, 154% power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Light Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 Damage (Ranged): +75 insidious poison / +28 mind / +12 light Burst (radius 1) on hit: +4 light / +16 mind Burst (radius 2) on crit: +40 mind / +12 light Arrows are used with bows to pierce your foes to death. |
![]() quiver of elven-wood arrows of annihilation (18/18, 171% power, 29 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 171% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +14.5% Capacity: 18 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: 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 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 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 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Loamstreaker the voratun pickaxe (dig speed 5 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Str Changes resistances: +9% nature / +2% physical Changes resistances penetration: +10% nature Changes damage: +3% physical Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+1 eff.) Stamina each turn: +0.20 Maximum life: +80.00 Maximum stamina: +57.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Veluvena (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+1 eff.) Changes stats: +2 Str / +10 Cun Changes resistances: +8% physical Changes resistances penetration: +15% mind / +10% acid Changes damage: +9% mind Critical mult.: +20.00% Mental save: +30 (+3 eff.) Psi when hit: +0.08 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() dwarven-steel pickaxe of Reknor (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +8% darkness / +8% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 45 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() Adudawyn the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Changes resistances: +15% lightning / +12% light / +18% blight / +9% fire / +6% arcane Mental save: +9 (+1 eff.) Disarm immunity: +50% Pinning immunity: +15% Maximum life: +64.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Layythra Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 27 fire Changes stats: +4 Mag Changes resistances: +6% acid / +13% light / +13% darkness / +10% fire / +12% mind / +6% cold Changes damage: +15% darkness / +12% light Damage affinity(heal): +5% darkness / +5% light Physical save: +9 (+1 eff.) Confusion immunity: +10% Light radius: +6 Infravision radius: +6 See invisible: +6 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 14558314169.76 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Lightningmarrow Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Dex / +6 Con Changes resistances: +12% acid / +15% cold / +6% darkness Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% Mental save: +6 (+1 eff.) Disarm immunity: +15% Light radius: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Turyleg the Nimbuscutter Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +3 Armour: +6 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Damage when hit (Melee): 20 mind Changes damage: +6% lightning Grants telepathy: All Hate when firing a critical mind attack: +2.00 Maximum life: +48.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Zubina Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Fatigue: -4% Changes stats: +2 Mag / +3 Cun / +1 Con Changes resistances penetration: +10% temporal / +15% all Mental save: +12 (+2 eff.) Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Light radius: +14 See invisible: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() preserving alchemist's lamp of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% blight / +3% all Spell save: +11 (+1 eff.) Life regen: +4.30 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. 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 112 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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. |
![]() Ce'Nowen the Scorchblood (21/21, 157% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 157% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 Turns elapse between self-loadings: 2 On weapon hit: * 53% chance to inflict 15% damage reduction * Random elemental explosion Damage (Ranged): +15 temporal / +8 mind / +12 fire / +16 nature Burst (radius 1) on hit: +8 mind / +8 fire Burst (radius 2) on crit: +12 darkness / +8 fire Shots are used with slings to pummel your foes to death. |
![]() Kindlepassion the pouch of iron shots (15/15, 112% power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 112% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 On weapon hit: * 53% chance to corrode armour by 30% * Slows global speed by 40% * 53% chance to blind Damage (Ranged): +20 light / +13 fire Burst (radius 1) on hit: +16 acid / +8 nature / +20 light Burst (radius 2) on crit: +8 acid / +7 fire / +8 nature Shots are used with slings to pummel your foes to death. |
![]() Sepsisblur (20/20, 175% power, 15 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +19.0% Capacity: 20 On weapon hit: * 20% chance to inflict 15% damage reduction * Slows global speed by 53% * 10% chance to stun, blind, pin, or confuse the target Travel speed: +200% Damage (Ranged): +60 insidious poison / +20 temporal / +20 physical / +4 nature Burst (radius 1) on hit: +4 darkness / +12 arcane Burst (radius 2) on crit: +4 nature Shots are used with slings to pummel your foes to death. |
![]() Ulfyntir the pouch of voratun shots (22/22, 175% power, 15 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +19.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease Travel speed: +200% Damage (Ranged): +20 temporal / +4 mind / +36 blight / +8 arcane / +18 nature Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +16 mind Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of steel shots of vileness (19/19, 120% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 121% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * 11% chance to disease On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Ranged): +11 blight / +11 bleed Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of stralite shots of amnesia (23/23, 154% power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 60 bleeding, 106% reduced healing Damage (Ranged): +17 bleed Shots are used with slings to pummel your foes to death. |
![]() blazing pouch of iron shots of erosion (11/11, 113% power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 113% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 11 Damage (Ranged): +8 temporal / +8 nature / +13 fire Burst (radius 2) on crit: +7 fire Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of iron shots of accuracy (17/17, 120% power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 121% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of stralite shots of amnesia (19/19, 165% power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 166% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of stralite shots of wind (13/17, 168% power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 169% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() elemental pouch of dwarven-steel shots of accuracy (14/14, 138% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 14 On weapon hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
![]() elemental pouch of dwarven-steel shots of corruption (16/16, 138% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 138% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 On weapon hit: * Random elemental explosion * 20% chance to curse the target Damage (Ranged): +10 blight / +14 darkness Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of crippling (15/15, 138% power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +15.0% Capacity: 15 On weapon crit: * cripple the target Damage (Ranged): +20 darkness Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of gravity (15/15, 138% power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon hit: * 10% chance to crush the target Damage (Ranged): +20 darkness / +14 gravity Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of iron shots of gravity (19/19, 110% power, 1 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 On weapon hit: * 10% chance to crush the target Damage (Ranged): +8 gravity / +10 darkness Damage against: +8% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of steel shots of accuracy (14/14, 127% power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 127% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 Damage (Ranged): +13 darkness Damage against: +10% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of steel shots of annihilation (15/15, 126% power, 8 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 127% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +10.5% Capacity: 15 Travel speed: +200% Damage (Ranged): +7 darkness Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of steel shots of crippling (13/13, 120% power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 121% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +13.5% Capacity: 13 On weapon crit: * cripple the target Damage (Ranged): +15 darkness Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of steel shots of gravity (23/23, 117% power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 117% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 23 On weapon hit: * 10% chance to crush the target Damage (Ranged): +15 darkness / +11 gravity Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of annihilation (21/21, 168% power, 15 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 168% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +15.5% Capacity: 21 Travel speed: +200% Damage (Ranged): +23 darkness Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of crippling (21/21, 154% power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +18.5% Capacity: 21 On weapon crit: * cripple the target Damage (Ranged): +21 darkness Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of persecution (17/17, 154% power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * disrupts spell-casting Damage (Ranged): +20 darkness Damage against: +17% Living / +25% Unnatural Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of wind (22/22, 154% power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +25 darkness Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of dwarven-steel shots (19/19, 139% power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon crit: * burns latent spell energy Damage (Ranged): +19 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of dwarven-steel shots (15/15, 144% power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 145% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon crit: * burns latent spell energy Damage (Ranged): +18 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of dwarven-steel shots of accuracy (15/15, 140% power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 141% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon crit: * burns latent spell energy Damage (Ranged): +19 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of dwarven-steel shots of accuracy (20/22, 140% power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 141% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon crit: * burns latent spell energy Damage (Ranged): +19 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of dwarven-steel shots of amnesia (17/17, 140% power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 141% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Ranged): +17 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of dwarven-steel shots of amnesia (17/17, 140% power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 140% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Ranged): +17 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of dwarven-steel shots of annihilation (20/20, 151% power, 11 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 151% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Crit. chance: +13.0% Capacity: 20 On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +19 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of iron shots of torment (16/18, 110% power, 1 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 On weapon hit: * 20% chance to torment the target On weapon crit: * burns latent spell energy Damage (Ranged): +13 manaburn arcane / +8 mind / +8 darkness Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of steel shots of amnesia (19/19, 126% power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 127% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Ranged): +16 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of steel shots of crippling (20/20, 118% power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 119% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +13.5% Capacity: 20 On weapon crit: * burns latent spell energy * cripple the target Damage (Ranged): +16 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of steel shots of gravity (18/18, 120% power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 121% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 10% chance to crush the target On weapon crit: * burns latent spell energy Damage (Ranged): +11 gravity / +16 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of steel shots of persecution (20/20, 122% power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 On weapon hit: * disrupts spell-casting On weapon crit: * burns latent spell energy Damage (Ranged): +16 manaburn arcane Damage against: +14% Unnatural Shots are used with slings to pummel your foes to death. |
![]() inquisitor's pouch of stralite shots (20/20, 153% power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 153% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon crit: * burns latent spell energy Damage (Ranged): +22 manaburn arcane Shots are used with slings to pummel your foes to death. |
![]() plaguebringer's pouch of iron shots of accuracy (21/21, 112% power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 112% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease Damage (Ranged): +8 blight Shots are used with slings to pummel your foes to death. |
![]() pouch of steel shots 'Shinetickler' (13/30, 121% power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 30 On weapon hit: * Slows global speed by 53% * 53% chance to blind Damage (Ranged): +16 lightning / +12 light / +20 nature Burst (radius 1) on hit: +12 mind / +20 light Burst (radius 2) on crit: +16 lightning / +12 light When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of crippling (19/19, 153% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 153% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +18.5% Capacity: 19 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of gravity (16/16, 153% power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 153% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 16 On weapon hit: * 10% chance to crush the target Damage (Ranged): +14 gravity Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of steel shots of gravity (15/15, 121% power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 On weapon hit: * 10% chance to crush the target * 10% chance to knock the target back Damage (Ranged): +11 gravity / +25 physical Shots are used with slings to pummel your foes to death. |
![]() self-loading pouch of steel shots of warping (14/14, 123% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 123% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +11 temporal / +11 physical Shots are used with slings to pummel your foes to death. |
![]() sentry's pouch of dwarven-steel shots of annihilation (45/45, 157% power, 19 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 157% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +19 Crit. chance: +12.0% Capacity: 45 Turns elapse between self-loadings: 3 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() sentry's pouch of stralite shots of crippling (49/49, 166% power, 15 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 167% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +18.5% Capacity: 49 Turns elapse between self-loadings: 2 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() storming pouch of steel shots of erosion (22/22, 125% power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 125% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 Damage (Ranged): +18 lightning / +11 temporal / +11 nature Burst (radius 2) on crit: +9 lightning Shots are used with slings to pummel your foes to death. |
![]() Swampguile [power 29] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 30% chance to blind Damage when hit (Melee): 12 nature Changes stats: +4 Wil / +4 Con Changes resistances: +9% light / +18% nature Changes damage: +12% nature Infravision radius: +4 See invisible: +9 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 29 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
![]() iron torque of mindblast [power 97] (4 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to fire a blast of psionic energies in a range 22 beam dealing 4850000048.02 to 9700000096.03 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
![]() overpowered iron torque of charged psionic shield [power 49] (17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 49 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
![]() quiet dwarven-steel torque of kinetic psionic shield [power 93] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
![]() quiet dwarven-steel torque of mindblast [power 225] (4 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to fire a blast of psionic energies in a range 22 beam dealing 11250000111.38 to 22500000222.75 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
![]() quiet iron torque of kinetic psionic shield [power 29] (12 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 physical, nature, temporal and acid damage by 29 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
![]() steel torque of charged psionic shield 'Lelarodor' [power 59] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +4 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +12% blight / +6% temporal / +6% nature Mental save: +40 (+4 eff.) Disease immunity: +30% Stun/Freeze immunity: +20% Knockback immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 59 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
![]() voratun torque of clear mind 'Islileth' [power 5] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% fire Maximum wards: +6 physical / +8 mind / +9 darkness Grants telepathy: Humanoid/Orc Talent cooldown: Silence (-1 turn) Talents granted: +2 Ward +5 Silence Blindness immunity: +10% Poison immunity: +30% Disease immunity: +15% Stun/Freeze immunity: +10% Light radius: +3 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
![]() voratun torque of kinetic psionic shield 'Woesmasher' [power 149] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +2 Cun / +4 Wil Changes resistances: +3% acid Changes damage: +3% darkness Talent granted: +5 Telekinetic Blast Maximum psi: +10.00 Mindpower: +14 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 149 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
![]() ash totem of healing [power 120] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal a target within range 22 (based on Willpower) for 120, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() dragonbone totem of thorny skin 'Woebreak' [power 90] (12 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness / 8 blight Changes damage: +18% blight / +15% arcane Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Spell save: +3 (+1 eff.) Mana each turn: +0.12 Mana when firing critical spell: +2.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() elm totem of thorny skin [power 18] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 18 and armour hardiness by 30%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() elven-wood totem of healing 'Blastmire' [power 197] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical power: +16 (+1 eff.) Armour: +8 Effects on melee hit: * 40% chance to daze at end of turn Changes resistances penetration: +25% lightning / +20% physical Changes damage: +6% lightning / +12% physical Poison immunity: +10% Disarm immunity: +10% It can be used to heal a target within range 22 (based on Willpower) for 197, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() elven-wood wand of clairvoyance 'Xerith' [power 14] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +4 Armour: +8 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +5 Str / +6 Con Changes resistances penetration: +20% physical Talent granted: +5 Void Blast Reduces incoming crit damage: 20.00% Physical save: +12 (+1 eff.) Maximum life: +20.00 Infravision radius: +4 See invisible: +12 It can be used to reveal the area around you, dispelling darkness (radius 14, power 249 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() striking elven-wood wand of trap destruction [power 90] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +5 Strike It can be used to disarm traps (90 bonus disarm power, based on Magic) along a range 10 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() void elm wand of clairvoyance [power 9] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Talent granted: +2 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 9, power 244 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() volcanic yew wand of clairvoyance [power 12] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano It can be used to reveal the area around you, dispelling darkness (radius 12, power 247 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() warded elven-wood wand of conjuration [power 409] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +4 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 204 to 409, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 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. |
Achievements
By Dementia the Hulk Adventurer level 50
22nd Dusk 122nd year of Ascendancy at 15:48 see stats
By Dementia the Hulk Adventurer level 50
46th Dusk 122nd year of Ascendancy at 14:05 see stats
By Dementia the Hulk Adventurer level 50
46th Dusk 122nd year of Ascendancy at 03:20 see stats
By Dementia the Hulk Adventurer level 10
1st Mirth 122nd year of Ascendancy at 14:44 see stats
By Dementia the Hulk Adventurer level 20
1st Mirth 122nd year of Ascendancy at 14:44 see stats
By Dementia the Hulk Adventurer level 30
1st Mirth 122nd year of Ascendancy at 14:44 see stats
By Dementia the Hulk Adventurer level 40
1st Mirth 122nd year of Ascendancy at 14:44 see stats
By Dementia the Hulk Adventurer level 50
1st Mirth 122nd year of Ascendancy at 14:44 see stats
By Dementia the Hulk Adventurer level 50
45th Dusk 122nd year of Ascendancy at 09:11 see stats
By Dementia the Hulk Adventurer level 50
40th Dusk 122nd year of Ascendancy at 11:25 see stats
By Dementia the Hulk Adventurer level 50
39th Dusk 122nd year of Ascendancy at 20:13 see stats
By Dementia the Hulk Adventurer level 50
47th Dusk 122nd year of Ascendancy at 07:44 see stats
By Dementia the Hulk Adventurer level 50
39th Dusk 122nd year of Ascendancy at 20:13 see stats
By Dementia the Hulk Adventurer level 50
5th Flare 122nd year of Ascendancy at 12:15 see stats
By Dementia the Hulk Adventurer level 50
44th Dusk 122nd year of Ascendancy at 06:13 see stats
By Dementia the Hulk Adventurer level 50
41st Dusk 122nd year of Ascendancy at 14:40 see stats
By Dementia the Hulk Adventurer level 50
39th Dusk 122nd year of Ascendancy at 20:13 see stats
By Dementia the Hulk Adventurer level 50
22nd Dusk 122nd year of Ascendancy at 17:32 see stats
Log
Emelerassra the poison ooze converts some damage to Psi!
Emelerassra the poison ooze hits Dementia for 0 mind damage.
Dementia hits Emelerassra the poison ooze for 733 to psi, 1177607372 light (1177608104 total damage).
Dementia killed Emelerassra the poison ooze!
Poison ooze splits in two!
Poison ooze splits in two!
Dementia hits Poison ooze for -1062405465 light damage.
Dementia hits Poison ooze for 230619267 light damage.
Dementia killed Poison ooze!
Dementia killed Poison ooze!
New Achievement: Pest Control (Madness (Roguelike) difficulty)!
Dementia hits Poison ooze for -1247679297 light damage.
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Dementia killed Poison ooze!
Dementia's unbreakable will shrugs off the effect!
Ran for 3 turns (stop reason: hostile spotted to the south (Mayora the crimson ooze - offscreen)).
Dementia deactivates Weapon of Wrath.
Dementia deactivates Searing Sight.
Dementia deactivates Disintegration.
Dementia deactivates Daunting Presence.
Dementia deactivates Weapon of Light.
Dementia deactivates Second Life.
Dementia deactivates Weapon Folding.
Dementia deactivates Matter Weaving.