








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 50 / 2049% |
Size | medium |
Lifes / Deaths | Killed by The One That Writes at level 50 on the 7th Mirth 124th year of Ascendancy at 05:06 6 / 2Killed by Globa the poison ooze at level 50 on the 46th Haze 124th year of Ascendancy at 00:28 |
Antimagic | Follower |
Primary Stats
Strength | 116 (base 60) |
Dexterity | 63 (base 37) |
Constitution | 66 (base 34) |
Magic | 27 (base 8) |
Willpower | 150.61975216073 (base 61) |
Cunning | 101.79967027435 (base 63) |
Resources
Life | -190/1542 |
Hate | 120/120 |
Equilibrium | 51 |
Psi | 267/271 |
Healing Factor | 1.7070345655946 |
Regeneration | 6.2306761644204 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 258 |
Accuracy | 72 |
Crit Chance | 58% |
APR | 85 |
Speed | 1.00 |
Offense: Offhand
Damage | 285 |
Accuracy | 72 |
Crit Chance | 58% |
APR | 87 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.6 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 106 |
Crit Chance | 86% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Nature | +13% |
Lightning | +2% |
Darkness | +3% |
Physical | +18% |
Mind | +49% |
All | -7% |
Offense: Damage Penetration
Acid | +10% |
Temporal | +5% |
Nature | +20% |
Lightning | +25% |
Mind | +50% |
All | 0% |
Defense: Base
Armour (hardiness) | 60.413408721348 (86.666666666667%) |
Defense | 43 |
Ranged Defense | 44 |
Fatigue | 28 |
Physical Save | 67 |
Spell Save | 68 |
Mental Save | 63 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 47%( 70%) |
All | + 25%( 70%) |
Mind | + 50%( 70%) |
Lightning | + 51%( 70%) |
Light | + 28%( 70%) |
Temporal | + 25%( 70%) |
Physical | + 44%( 74%) |
Darkness | + 33%( 80%) |
Fire | + 64%( 70%) |
Nature | -7%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 28% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 383 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 938 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -884 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 13 turns. While Heroism is active, you will only die when reaching -1025 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Punishments | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Advanced shadowmancy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Gesture of Pain |
talent | Deflection |
talent | Call Shadows |
talent | Psiblades |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
beneficial effect | Guarding against melee damage: Will dismiss up to 33 damage from the next 1.0 attack(s) with a 9% chance to counterattack. Guarded |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
detrimental effect | The target is in a deep sleep and unable to act. Every 162 damage it takes will reduce the duration of the effect by one turn. Sedated |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.0)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Damage reduced by 45%. To The Arms |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 11%). Shroud of Weakness |
detrimental effect | The target is poisoned and sick, doing 43.83 nature damage per turn. All damage it does is reduced by 27%. Numbing Poison |
detrimental effect | The target is poisoned, taking 3.86 nature damage per turn and decreasing all heals received by 32%. Insidious Poison |
beneficial effect | You gain 125% resistance against acid. Resolve |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 6%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 6%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 8%. Strength and Willpower are increased by 4. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
detrimental effect | Lets Sing The Doom Song is fed upon by Xanowen the poison ooze. Fed Upon |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by grave wight. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1213. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Corpses These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +12 Changes stats: +2 Str / +2 Dex / +12 Wil Changes resistances: +3% cold / +3% mind / +3% all Changes damage: +14% mind Critical mult.: +19.00% Physical save: +15 (+4 eff.) Spell save: +14 (+3 eff.) Light radius: +4 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Misfortune This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 Curse of Shrouds It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 77.00 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +21 (+7 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +10 Dex / +9 Cun / +5 Con Changes resistances penetration: +20% lightning / +5% temporal Physical save: +20 (+5 eff.) Life regen: +3.40 Maximum life: +190.00 Healing mod.: +47% Curse of Nightmares Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Nightmares It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +24% lightning / +6% fire / +6% light Blindness immunity: +30% Disease immunity: +15% Confusion immunity: +15% Stun/Freeze immunity: +64% Only die when reaching: -80.00 life Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 154% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +19 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +34 (+5 eff.) Mental crit. chance: +9% Curse of Corpses It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 40.97 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Cun / +6 Dex Changes resistances: +14% cold / +24% fire Reduced damage from: +44% Summoned Grants telepathy: Dragon Spell save: +35 (+8 eff.) Maximum life: +70.00 Maximum psi: +30.00 Mental crit. chance: +17% Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 156% Wil, 39% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +80 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +12 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +35 (+5 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Corpses It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+6 eff.) Effects on melee hit: * Slows global speed by 35% Changes stats: +6 Str / +5 Con Changes resistances: +13% acid / +10% lightning / +9% cold / +9% mind / +10% fire Changes resistances penetration: +5% lightning Changes damage: +12% mind / +9% lightning Physical save: +45 (+11 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +110.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Corpses This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
![]() Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() healing infusion of the psychic (heal 409) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 409 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 431 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() healing infusion of the sneak (heal 324) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 324 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() healing infusion of the wizard (heal 122) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() regeneration infusion (heal 436 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 436 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. Press to compare to your current inscriptions |
![]() regeneration infusion of the psychic (heal 845 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 845 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() regeneration infusion of the psychic (heal 912 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 912 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() regeneration infusion of the sneak (heal 771 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 771 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() regeneration infusion of the titan (heal 499 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 499 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() regeneration infusion of the wizard (heal 508 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 508 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() sun infusion of the duelist (rad 8; power 52; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 52) for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion of the duelist (rad 8; power 53; 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 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion of the psychic (rad 8; power 80; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 40). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 80) for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion of the psychic (rad 7; power 80; 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 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 40). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 80) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion of the sneak (rad 8; power 66; 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 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 66) for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion of the sneak (rad 7; power 66; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 66) for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion of the warrior (rad 8; power 70; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 35). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 70) for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion of the warrior (rad 8; power 71; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 36). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 71) for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion of the wizard (rad 9; power 37; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 37) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion of the duelist (resist 31%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental or physical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() wild infusion of the sneak (resist 31%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() wild infusion of the titan (resist 31%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() wild infusion of the warrior (resist 34%; 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() wild infusion of the wizard (resist 24%; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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 physical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() insidious poison infusion (11 nature damage, 35% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 11.23 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious poison infusion of the psychic (37 nature damage, 62% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 36.75 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious poison infusion of the sneak (28 nature damage, 38% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.81 nature damage per turn for 7 turns, and reducing the target's healing received by 38%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious poison infusion of the sneak (28 nature damage, 54% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.81 nature damage per turn for 7 turns, and reducing the target's healing received by 54%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious poison infusion of the warrior (36 nature damage, 28% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 35.69 nature damage per turn for 7 turns, and reducing the target's healing received by 28%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (673% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 673% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (494% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 494% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (521% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 521% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727% 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. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the duelist (901% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 901% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the psychic (1000% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1000% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the psychic (1156% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1156% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the sneak (759% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 759% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the sneak (1017% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1017% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the titan (756% 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 756% 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. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the wizard (730% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() heroism infusion of the psychic (+27 for 12 turns, die at -1020) 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 27 for 12 turns. While Heroism is active, you will only die when reaching -1020 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 9 turns. While Heroism is active, you will only die when reaching -966 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() heroism infusion of the warrior (+22 for 11 turns, die at -1149) 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: 30 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 22 for 11 turns. While Heroism is active, you will only die when reaching -1149 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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: 27 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 22 for 8 turns. While Heroism is active, you will only die when reaching -1163 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() manasurge rune of the duelist (1560% regen over 10 turns; 78 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1560% for 10 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() manasurge rune of the titan (1332% regen over 10 turns; 67 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: 20 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 1332% for 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() manasurge rune of the warrior (1467% regen over 10 turns; 73 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 1467% for 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() manasurge rune of the warrior (1467% regen over 10 turns; 73 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 1467% for 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() manasurge rune of the warrior (1655% regen over 10 turns; 83 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1655% for 10 turns and instantly restoring 83 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune of the psychic (range 21; power 71; 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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 71%, your defense is increased by 71 and all your resistances by 71%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune of the warrior (range 20; power 56; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune of the warrior (range 18; power 54; 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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 54%, your defense is increased by 54 and all your resistances by 54%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() acid wave rune (95 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 94.81 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() acid wave rune of the psychic (175 acid damage; disarm 5 turns with power 80) 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 174.61 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 80 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() acid wave rune of the sneak (110 acid damage; disarm 5 turns with power 66) 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 109.78 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 66 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() acid wave rune of the wizard (51 acid damage; disarm 5 turns with power 37) 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 51.09 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 37 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() biting gale rune of the psychic (94 cold damage; freeze 3 turns with power 80) 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 direct a cone of chilling stormwind doing 93.72 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 80 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() biting gale rune of the titan (52 cold damage; freeze 3 turns with power 54) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 51.66 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 54 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental 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. |
![]() heat beam rune of the sneak (123 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 123.44 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() heat beam rune of the titan (111 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 110.56 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. |
![]() heat beam rune of the wizard (88 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 88.06 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() shielding rune of the psychic (absorb 522 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 522 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() shielding rune of the wizard (absorb 349 for 7 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: 15 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 349 damage for 7 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune of the titan (range 156) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 156 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune of the warrior (range 191) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 191 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune of the wizard (range 71) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune (radius 16; dur 18; see horror) 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: 23 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 (16 radius) and to allow you to see invisible and stealthed creatures (power 20) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune of the titan (radius 13; dur 24; 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 (13 radius) and to allow you to see invisible and stealthed creatures (power 29) for 24 turns. Your mind will become more receptive for 24 turns, allowing you to sense any undead around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune of the titan (radius 14; dur 26; see horror) 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: 23 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 (14 radius) and to allow you to see invisible and stealthed creatures (power 30) for 26 turns. Your mind will become more receptive for 26 turns, allowing you to sense any horror around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune of the warrior (radius 13; dur 22; see undead) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 43) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any undead around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune of the warrior (radius 13; dur 22; see animal) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 36) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any animal around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune of the wizard (radius 17; dur 23; see animal) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 23) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any animal around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() invisibility rune (power 12 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 12) 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. |
![]() invisibility rune of the duelist (power 17 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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 17) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() invisibility rune of the psychic (power 23 for 9 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 23) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() invisibility rune of the sneak (power 20 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 20) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() invisibility rune of the sneak (power 22 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 22) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune (86 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 28.70 to 86.10 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune of the psychic (193 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 64.39 to 193.16 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune of the sneak (216 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 71.92 to 215.76 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune of the sneak (154 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 51.42 to 154.26 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune of the titan (114 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 37.97 to 113.90 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your 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. |
![]() lightning rune of the wizard (163 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 54.20 to 162.61 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune of the wizard (166 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: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 55.43 to 166.30 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() controlled phase door rune (range 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() controlled phase door rune of the psychic (range 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 17. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() controlled phase door rune of the titan (range 11) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() controlled phase door rune of the titan (range 11) 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 11. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() controlled phase door rune of the warrior (range 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Xeriwen the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex / +3 Wil / +9 Cun Changes resistances: +15% mind Changes damage: +15% mind Light radius: +3 See invisible: +18 Amulets can have magical properties. |
![]() restful gold amulet of cunning (+5) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Cun Life regen: +2.70 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Rhoharavon the Bloomusher Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +12% nature / +5% arcane Changes resistances penetration: +15% arcane / +20% nature Talent mastery: +0.34 Technique / Combat training Physical save: +14 (+4 eff.) Spell save: +22 (+5 eff.) Mental save: +20 (+5 eff.) Blindness immunity: +34% Infravision radius: +7 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
![]() clarifying stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +19% mind Confusion immunity: +23% Amulets can have magical properties. |
![]() stralite amulet 'Getiromihir' Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal / +25% light / +26% darkness Changes resistances penetration: +15% temporal Changes damage: +13% blight / +9% fire / +6% temporal Critical mult.: +18.00% Blindness immunity: +43% Life regen: +3.30 Spellpower: +12 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
![]() stralite amulet of willpower (+6) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Wil Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +20 Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -10% Changes stats: +10 Dex / +18 Cun / +10 Con Changes resistances: +6% blight / +9% light / +6% arcane / +3% nature Critical mult.: +17.00% Blindness immunity: +5% Life regen: +1.50 Stamina each turn: +1.30 Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() copper ring (Corpses) 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Corpses Rings can have magical properties. |
![]() marksman's steel ring (Madness) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Curse of Madness Rings can have magical properties. |
![]() mule's steel ring of corrosion (+22%) (Misfortune) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +25 Curse of Misfortune Rings can have magical properties. |
![]() rogue's steel ring (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Curse of Misfortune Rings can have magical properties. |
![]() rogue's steel ring of time (+12%) (Nightmares) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +12% temporal Changes damage: +12% temporal Curse of Nightmares Rings can have magical properties. |
![]() Fogvault (Shrouds) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 31% chance to inflict 15% damage reduction Changes resistances: +38% acid / +6% lightning Changes resistances penetration: +10% darkness Changes damage: +46% acid / +21% darkness Curse of Shrouds Rings can have magical properties. |
![]() gold ring of life (Shrouds) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +0.90 Maximum life: +75.00 Healing mod.: +18% Curse of Shrouds Rings can have magical properties. |
![]() Duskwitch the stralite ring (Shrouds) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +36% cold / +4% physical Changes resistances penetration: +15% darkness Changes damage: +18% cold Mental save: +29 (+7 eff.) Blindness immunity: +40% Curse of Shrouds Rings can have magical properties. |
![]() Lisebeth (Misfortune) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +36% acid / +20% nature / +12% lightning Changes damage: +18% acid / +6% mind Blindness immunity: +15% Poison immunity: +10% Disease immunity: +10% Silence immunity: +15% Stun/Freeze immunity: +10% Curse of Misfortune Rings can have magical properties. |
![]() stralite ring 'Yvissra' (Nightmares) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +2 Str / +3 Mag / +9 Wil Changes resistances: +9% mind Changes damage: +9% acid Mental save: +36 (+9 eff.) Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Rings can have magical properties. |
![]() stralite ring of nature (+36%) (Misfortune) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% nature Changes damage: +18% nature Curse of Misfortune Rings can have magical properties. |
![]() Daymire (Nightmares) Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 light Changes stats: +5 Con Changes resistances: +6% temporal Changes resistances penetration: +10% light / +5% temporal Spell save: +20 (+5 eff.) Mental save: +15 (+4 eff.) Disarm immunity: +46% Confusion immunity: +50% Pinning immunity: +33% Knockback immunity: +39% Maximum life: +40.00 Maximum stamina: +38.00 Light radius: +1 Curse of Nightmares Rings can have magical properties. |
![]() Flashjam (Corpses) Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+9 eff.) Armour: +16 Changes stats: +10 Str / +10 Dex / +7 Wil / +8 Cun / +2 Con Changes resistances penetration: +15% light Physical save: +15 (+4 eff.) Mindpower: +15 (+2 eff.) Curse of Corpses Rings can have magical properties. |
![]() Porulevea the elm vilestaff (Corpses) (10-12 power, 2 apr, blight element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +12 acid When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +5 Wil / +4 Con Changes resistances: +12% mind Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +6 Infravision radius: +3 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 13.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Smoldercutter (Nightmares) (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 nature Burst (radius 1) on hit: +12 nature / +8 fire When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 8% chance to blind Damage when hit (Melee): 16 fire Changes resistances: +9% nature Changes resistances penetration: +20% fire Changes damage: +9% nature / +37% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 10.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() cruel elm magestaff of might (Nightmares) (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +8% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() earthen elm starstaff (Nightmares) (10-12 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes damage: +10% light Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() elm starstaff (Misfortune) (10-12 power, 2 apr, temporal element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elm magestaff (Corpses) (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Mana each turn: +0.14 Maximum mana: +42.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Dagechak the Kindlewilter (Shrouds) (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 41% chance to corrode armour by 30% Burst (radius 1) on hit: +28 acid / +8 fire When wielded/worn: Defense: +9 (+3 eff.) Effects on melee hit: * 31% chance to corrode armour by 30% * 11% chance to blind Damage when hit (Melee): 16 mind / 12 acid Changes resistances penetration: +15% mind Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +4 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 13.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Stormhunt (Corpses) (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 darkness When wielded/worn: Fatigue: -4% Damage when hit (Melee): 20 lightning Changes stats: +5 Str / +2 Cun / +5 Con Changes resistances: +12% lightning Changes resistances penetration: +25% lightning Changes damage: +15% darkness / +12% lightning Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Life regen: +1.10 Spellpower: +12 (+1 eff.) Spell crit. chance: +2% Healing mod.: +18% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() earthen ash vilestaff of might (Corpses) (15-18 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. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +4% Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +9% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering ash magestaff of fate (Shrouds) (15-18 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. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +8 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Mana each turn: +0.22 Maximum mana: +37.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Emurikira the Magmarace (Madness) (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 fire Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +12 fire When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 12% chance to blind Damage when hit (Melee): 20 light Changes resistances: +6% nature Changes resistances penetration: +20% nature Changes damage: +20% arcane / +15% fire Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 10.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Thunderlady the yew magestaff (Corpses) (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +4 Armour: +10 Defense: +11 (+4 eff.) Effects on melee hit: * 14% chance to blind Changes resistances: +18% nature Changes damage: +20% arcane / +15% lightning Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 13.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() cruel yew magestaff (Madness) (20-24 power, 4 apr, cold element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() cruel yew magestaff of illumination (Misfortune) (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +11 (+4 eff.) Effects on melee hit: * 11% chance to blind Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 10.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff of fate (Corpses) (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+3 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +8% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff (Corpses) (20-24 power, 4 apr, blight element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Daytitan the elven-wood magestaff (Shrouds) (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 41% chance to blind Burst (radius 1) on hit: +12 darkness When wielded/worn: Defense: +13 (+5 eff.) Effects on melee hit: * 17% chance to blind Damage when hit (Melee): 16 mind Changes stats: +5 Cun Changes resistances: +12% light Changes resistances penetration: +20% light Changes damage: +25% arcane Talent granted: +1 Command Staff Mental save: +36 (+9 eff.) Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +5 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 13.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Duathelgrit the elven-wood vilestaff (Madness) (25-30 power, 5 apr, blight element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+5 eff.) Effects on melee hit: * 17% chance to blind Damage when hit (Melee): 12 darkness Changes resistances: +9% blight / +9% cold / +5% arcane / +15% light Changes damage: +25% blight Talent granted: +1 Command Staff Blindness immunity: +15% Confusion immunity: +20% Knockback immunity: +10% Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +5 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 10.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Flashtickler the elven-wood starstaff (Nightmares) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 fire Changes resistances: +9% acid / +12% fire / +31% cold Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% Spell save: +20 (+5 eff.) Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Greenquake the elven-wood magestaff (Misfortune) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Damage (Melee): 30 fire Damage when hit (Melee): 12 nature Changes resistances: +15% blight / +12% temporal / +11% darkness / +3% nature Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +41.00% Spellpower: +29 (+3 eff.) Spell crit. chance: +8% See invisible: +17 Defense after a teleport: +27 Resist all after a teleport: +19% New effects duration reduction after a teleport: +34% Reduces paradox anomalies(equivalent to willpower): +19 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Huratotar (Corpses) (33-39.6 power, 5 apr, blight element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 33.0 - 39.6 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +8 physical Burst (radius 1) on hit: +12 physical When wielded/worn: Physical crit. chance: +15.0% Physical power: +4 (+1 eff.) Armour: +6 Damage when hit (Melee): 8 physical Changes stats: +4 Con Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Olugorn the elven-wood magestaff (Shrouds) (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 mind / +12 acid When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +9.0% Physical power: +13 (+2 eff.) Changes stats: +4 Cun Changes damage: +25% lightning Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +11.00% Psi when hit: +0.12 Maximum hate: +10.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +8% Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +50 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() cruel elven-wood vilestaff of illumination (Corpses) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Defense: +8 (+3 eff.) Effects on melee hit: * 10% chance to blind Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 10.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff of power (Corpses) (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +28 (+3 eff.) Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood starstaff of fate (Misfortune) (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+3 eff.) Spellpower: +12 (+1 eff.) Spell crit. chance: +10% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood vilestaff (Madness) (25-30 power, 5 apr, acid element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood vilestaff of illumination (Misfortune) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 13% chance to blind Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 10.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood vilestaff (Shrouds) (32-38.4 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 32.0 - 38.4 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +32% acid Talent granted: +1 Command Staff Spellpower: +16 (+2 eff.) Spell crit. chance: +4% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elven-wood starstaff (Madness) (25-30 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. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +58.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elven-wood starstaff of power (Corpses) (25-30 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. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Mana each turn: +0.20 Maximum mana: +47.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() surging elven-wood vilestaff of might (Nightmares) (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+1 eff.) Spell crit. chance: +17% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Arthynik the Eclipsebait (Nightmares) (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +8 arcane / +4 darkness When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Damage (Melee): 31 fire Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +45.00% Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +14 (+4 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +33 (+3 eff.) Spell crit. chance: +17% See invisible: +9 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Blazesun the dragonbone starstaff (Corpses) (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +15.0% Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +6 Con Changes resistances penetration: +25% fire Changes damage: +30% temporal / +3% arcane / +3% fire Talent granted: +1 Command Staff Critical mult.: +18.00% Life regen: +1.60 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +32 (+3 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +22% Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 13.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Ce'Notta the dragonbone vilestaff (Nightmares) (42-50.4 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. Base power: 42.0 - 50.4 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Armour: +11 Defense: +10 (+4 eff.) Effects on melee hit: * 18% chance to disease Damage when hit (Melee): 8 arcane Changes resistances: +6% acid Maximum wards: +3 fire Changes damage: +18% arcane / +42% fire Talents granted: +1 Command Staff +4 Ward Vim when firing critical spell: +5.00 Maximum vim: +40.00 Spellpower: +20 (+2 eff.) Spell crit. chance: +5% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Dourresolve the dragonbone magestaff (Madness) (41-49.2 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction Damage (Melee): +12 darkness When wielded/worn: Damage (Melee): 31 fire Changes resistances: +5% arcane Changes damage: +41% lightning / +3% darkness Talent granted: +1 Command Staff Critical mult.: +39.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +37 (+3 eff.) Spell crit. chance: +5% See invisible: +20 Curse of Madness It can be used to conjure elemental energy in a radius 10 cone, dealing 29.25 to 35.10 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Durylach the dragonbone magestaff (Corpses) (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Armour: +23 Armour Hardiness: +10% Defense: +11 (+4 eff.) Changes stats: +8 Mag / +8 Cun / +11 Con Maximum wards: +3 lightning Changes resistances penetration: +10% temporal Changes damage: +30% lightning Talents granted: +1 Command Staff +4 Ward Critical mult.: +25.00% Physical save: +10 (+3 eff.) Stamina each turn: +0.40 Vim when firing critical spell: +5.00 Maximum life: +10.00 Maximum vim: +38.00 Maximum neg.energy: +39.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Duvalechak (Nightmares) (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +21 (+7 eff.) Effects on melee hit: * 12% chance to disease Damage (Melee): 12 % chance of confusion Changes stats: +7 Wil Changes damage: +30% light Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Poison immunity: +5% Stun/Freeze immunity: +15% Knockback immunity: +20% Vim when firing critical spell: +5.00 Maximum vim: +29.00 Spellpower: +32 (+3 eff.) Spell crit. chance: +15% Light radius: +1 Damage Shield penetration: +34% Curse of Nightmares It can be used to unleash an elemental blastwave, dealing 26.31 to 31.57 light damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Eilinatha the dragonbone magestaff (Shrouds) (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Physical crit. chance: +12.0% Damage (Melee): 43 arcane Changes stats: +1 Wil / +3 Mag Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +180.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +23% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Eremikhad the Daybrace (Madness) (30-36 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. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to blind Damage (Melee): +4 light Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +6 Wil / +5 Mag Changes resistances: +3% light Changes resistances penetration: +10% mind / +15% arcane Changes damage: +30% arcane Talent granted: +1 Command Staff Maximum mana: +42.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +18% Light radius: +3 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() Lustreriver the dragonbone vilestaff (Misfortune) (40-48 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light Burst (radius 1) on hit: +8 temporal When wielded/worn: Defense: +19 (+7 eff.) Damage (Melee): 10 % chance of confusion Changes resistances: +5% arcane Changes damage: +12% temporal / +40% darkness / +9% light Talent granted: +1 Command Staff Spellpower: +45 (+4 eff.) Spell crit. chance: +5% Light radius: +3 Damage Shield penetration: +50% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Mayovea (Nightmares) (40-48 power, 9 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour: +15 Defense: +11 (+4 eff.) Damage when hit (Melee): 16 mind Maximum wards: +3 blight Changes damage: +40% blight / +9% physical Talents granted: +1 Command Staff +3 Ward Life regen: +0.60 Mana each turn: +0.21 Maximum mana: +66.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +5% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Xanetira the dragonbone vilestaff (Madness) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +9.0% Armour: +4 Defense: +21 (+7 eff.) Damage (Melee): 10 % chance of confusion / 25 fire Changes stats: +2 Str Changes resistances: +3% lightning Changes resistances penetration: +10% physical Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +62.00% Spellpower: +29 (+3 eff.) Spell crit. chance: +5% See invisible: +18 Healing mod.: +5% Damage Shield penetration: +31% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() Zubuth (Misfortune) (30-36 power, 9 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Effects on melee hit: * 13% chance to disease Maximum wards: +3 physical Changes resistances penetration: +5% arcane Changes damage: +30% physical Talents granted: +1 Command Staff +3 Ward Vim when firing critical spell: +5.00 Only die when reaching: -40.00 life Maximum stamina: +5.00 Maximum vim: +35.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +18% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Kilntrail the iron battleaxe (Madness) (12-18 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 fire When wielded/worn: Effects on melee hit: * Slows global speed by 31% Changes resistances: +15% lightning / +20% nature / +6% all Changes resistances penetration: +10% nature / +15% fire Spell save: +15 (+3 eff.) Curse of Madness Massive two-handed battleaxes. |
![]() Mucusbrace (Madness) (27-40.5 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. Base power: 27.0 - 40.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 lightning When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 31% Changes stats: +4 Con / +7 Mag Changes resistances penetration: +20% lightning Changes damage: +18% nature Infravision radius: +2 Curse of Madness Massive two-handed battleaxes. |
![]() Stormfront (Misfortune) (20-30 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold Curse of Misfortune The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() acidic steel battleaxe of daylight (Nightmares) (24-36 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +13 light Damage against: +19% Undead Curse of Nightmares Massive two-handed battleaxes. |
![]() balanced steel battleaxe of erosion (Misfortune) (23-34.5 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature / +10 temporal When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +10 (+4 eff.) Disarm immunity: +38% Curse of Misfortune Massive two-handed battleaxes. |
![]() steel battleaxe 'Cloudpain' (Nightmares) (19-28.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +20 lightning When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * 31% chance to inflict 15% damage reduction Changes stats: +6 Str / +2 Wil / +7 Cun Changes resistances: +9% darkness Changes resistances penetration: +15% lightning Changes damage: +13% physical Reduces incoming crit damage: 15.00% Stamina when hit: +2.00 See invisible: +12 Curse of Nightmares Massive two-handed battleaxes. |
![]() steel battleaxe 'Manysta' (Shrouds) (33-49.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 41% * 20 arcane resource burn When wielded/worn: Fatigue: -4% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex Changes resistances: +9% cold / +9% temporal Spell save: +20 (+5 eff.) Infravision radius: +3 Curse of Shrouds Massive two-handed battleaxes. |
![]() steel battleaxe of evisceration (Corpses) (22.5-33.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Curse of Corpses Massive two-handed battleaxes. |
![]() balanced dwarven-steel battleaxe of massacre (Nightmares) (42-63 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +12 (+4 eff.) Disarm immunity: +43% Curse of Nightmares Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of massacre (Corpses) (45.5-68.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 45.5 - 68.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
![]() Lightningbringer the stralite battleaxe (Corpses) (46-69 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * 41% chance to corrode armour by 30% Damage (Melee): +65 insidious poison / +12 acid Burst (radius 1) on hit: +20 acid When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes damage: +15% lightning Curse of Corpses Massive two-handed battleaxes. |
![]() arcing stralite battleaxe of massacre (Shrouds) (58.5-87.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning Curse of Shrouds Massive two-handed battleaxes. |
![]() balanced stralite battleaxe (Nightmares) (41-61.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 40% Wil, 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 (+6 eff.) Defense: +14 (+5 eff.) Disarm immunity: +48% Curse of Nightmares Massive two-handed battleaxes. |
![]() balanced stralite battleaxe of erosion (Nightmares) (41-61.5 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +17 nature / +16 temporal When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +19 (+7 eff.) Disarm immunity: +45% Curse of Nightmares Massive two-handed battleaxes. |
![]() chilling stralite battleaxe (Nightmares) (41.5-62.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +14 cold Curse of Nightmares Massive two-handed battleaxes. |
![]() chilling stralite battleaxe of daylight (Nightmares) (40.5-60.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 40.5 - 60.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +13 light / +24 cold Damage against: +24% Undead Curse of Nightmares Massive two-handed battleaxes. |
![]() flaming stralite battleaxe of massacre (Madness) (61-91.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 61.0 - 91.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Burst (radius 1) on hit: +16 fire Curse of Madness Massive two-handed battleaxes. |
![]() hateful stralite battleaxe (Corpses) (46.5-69.75 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. Base power: 46.5 - 69.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +19 darkness Damage against: +19% Living Curse of Corpses Massive two-handed battleaxes. |
![]() insidious stralite battleaxe of erosion (Nightmares) (42-63 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +66 insidious poison / +16 temporal / +13 nature Curse of Nightmares Massive two-handed battleaxes. |
![]() stralite battleaxe of dampening (Corpses) (45-67.5 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes resistances: +21% acid / +17% fire / +14% cold / +16% lightning Spell save: +17 (+4 eff.) Curse of Corpses Massive two-handed battleaxes. |
![]() stralite battleaxe of vileness (Misfortune) (44-66 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 40% Wil, 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 disease Damage (Melee): +23 blight Curse of Misfortune Massive two-handed battleaxes. |
![]() Arunn the Chargesin (Corpses) (55.5-83.25 power, 7 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +8 mind When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +21 Physical crit. chance: +23.0% Changes stats: +9 Dex / +5 Con Changes resistances: +6% lightning Critical mult.: +26.00% Curse of Corpses Massive two-handed battleaxes. |
![]() Radhadig the Shockquarry (Madness) (56.5-84.75 power, 4 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. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 42% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +27 acid / +28 darkness / +42 blight / +12 lightning Damage against: +24% Living When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +10% arcane Critical mult.: +10.00% Mana when firing critical spell: +3.00 Spellpower: +2 (+0 eff.) Curse of Madness Massive two-handed battleaxes. |
![]() balanced voratun battleaxe of massacre (Shrouds) (73.5-110.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.5 - 110.3 Uses stats: 40% Wil, 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: +13 (+4 eff.) Defense: +16 (+6 eff.) Disarm immunity: +70% Curse of Shrouds Massive two-handed battleaxes. |
![]() hateful voratun battleaxe of erosion (Misfortune) (57-85.5 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +19 temporal / +24 darkness / +20 nature Damage against: +16% Living Curse of Misfortune Massive two-handed battleaxes. |
![]() slime-covered voratun battleaxe of erosion (Shrouds) (55-82.5 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +17 temporal / +24 nature Curse of Shrouds Massive two-handed battleaxes. |
![]() thought-forged voratun battleaxe of massacre (Madness) (70-105 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +21 mind When wielded/worn: Changes stats: +9 Cun / +7 Wil Curse of Madness Massive two-handed battleaxes. |
![]() thought-forged voratun battleaxe of massacre (Nightmares) (69-103.5 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 34% chance to cause random gloom Damage (Melee): +27 mind When wielded/worn: Changes stats: +7 Cun / +9 Wil Curse of Nightmares Massive two-handed battleaxes. |
![]() voratun battleaxe 'Neryriata' (Misfortune) (56-84 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +54 insidious poison When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +4 Changes stats: +10 Dex Changes resistances penetration: +10% temporal Physical save: +39 (+10 eff.) Mental save: +9 (+2 eff.) Disease immunity: +5% Disarm immunity: +10% Knockback immunity: +10% Curse of Misfortune Massive two-handed battleaxes. |
![]() voratun battleaxe of crippling (Corpses) (57-85.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Curse of Corpses Massive two-handed battleaxes. |
![]() voratun battleaxe of crippling (Shrouds) (58-87 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Curse of Shrouds Massive two-handed battleaxes. |
![]() voratun battleaxe of erosion (Corpses) (57.5-86.25 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 nature / +26 temporal Curse of Corpses Massive two-handed battleaxes. |
![]() voratun battleaxe of erosion (Shrouds) (59.5-89.25 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 nature / +19 temporal Curse of Shrouds Massive two-handed battleaxes. |
![]() voratun battleaxe of massacre (Shrouds) (64-96 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Curse of Shrouds Massive two-handed battleaxes. |
![]() voratun battleaxe of massacre (Shrouds) (72.5-108.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.5 - 108.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Curse of Shrouds Massive two-handed battleaxes. |
![]() Zanimnir the Lightningdare (Shrouds) (16-24 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stats: 40% Wil, 120% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Damage when hit (Melee): 16 mind Changes resistances penetration: +10% physical Grants telepathy: Dragon All Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 Mental crit. chance: +4% Curse of Shrouds Massive two-handed mauls. |
![]() insidious iron greatmaul of dampening (Corpses) (20-30 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +27 insidious poison When wielded/worn: Changes resistances: +13% acid / +13% fire / +13% cold / +13% lightning Spell save: +9 (+2 eff.) Curse of Corpses Massive two-handed mauls. |
![]() balanced steel greatmaul (Shrouds) (27.5-41.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+4 eff.) Disarm immunity: +36% Curse of Shrouds Massive two-handed mauls. |
![]() Dimbright (Misfortune) (44.5-66.75 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stats: 40% Wil, 120% Str Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +56 insidious poison / +12 fire / +16 darkness Burst (radius 1) on hit: +20 darkness When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +4 Cun Changes resistances penetration: +15% darkness Changes damage: +12% darkness Mindpower: +12 (+2 eff.) Curse of Misfortune Massive two-handed mauls. |
![]() Unstoppable Mauler (Madness) (48-72 power, 15 apr) Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+7 eff.) Pinning immunity: +100% Knockback immunity: +100% Curse of Madness It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.0 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() acidic dwarven-steel greatmaul of phasing (Misfortune) (40-60 power, 16 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +33% Damage (Melee): +16 acid Curse of Misfortune Massive two-handed mauls. |
![]() dwarven-steel greatmaul of dampening (Madness) (39.5-59.25 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +16% acid / +14% fire / +16% cold / +19% lightning Spell save: +14 (+3 eff.) Curse of Madness Massive two-handed mauls. |
![]() hateful dwarven-steel greatmaul (Madness) (41.5-62.25 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +16% Living Curse of Madness Massive two-handed mauls. |
![]() acidic stralite greatmaul of massacre (Shrouds) (64-96 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 64.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid Curse of Shrouds Massive two-handed mauls. |
![]() acidic stralite greatmaul of the mystic (Corpses) (54.5-81.75 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. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +17 acid When wielded/worn: Changes stats: +7 Wil / +7 Mag Spellpower: +13 (+1 eff.) Curse of Corpses Massive two-handed mauls. |
![]() quick stralite greatmaul (Corpses) (56.5-84.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 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 (+6 eff.) Changes stats: +6 Dex Curse of Corpses Massive two-handed mauls. |
![]() stralite greatmaul 'Ashstinger' (Madness) (51.5-77.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +16 fire When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +19 (+7 eff.) Changes stats: +2 Wil Changes resistances: +12% lightning / +15% fire / +9% darkness / +9% temporal Changes resistances penetration: +20% fire Changes damage: +9% fire Reduces incoming crit damage: 15.00% Disarm immunity: +62% Curse of Madness Massive two-handed mauls. |
![]() stralite greatmaul (Shrouds) (55.5-83.25 power, 3 apr) Requires: - Strength 35 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Curse of Shrouds Massive two-handed mauls. |
![]() stralite greatmaul of massacre (Corpses) (67-100.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Curse of Corpses Massive two-handed mauls. |
![]() Greennigh (Misfortune) (14-22.4 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stats: 40% Wil, 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: * Slows global speed by 41% Damage (Melee): +28 insidious poison When wielded/worn: Effects on melee hit: * Slows global speed by 31% Changes resistances: +21% lightning Changes damage: +6% nature / +6% lightning Curse of Misfortune Massive two-handed swords. |
![]() slime-covered iron greatsword of massacre (Shrouds) (27.5-44 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. Base power: 27.5 - 44.0 Uses stats: 40% Wil, 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: * Slows global speed by 10% Curse of Shrouds Massive two-handed swords. |
![]() arcing steel greatsword of daylight (Misfortune) (24-38.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 40% Wil, 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: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning / +13 light Damage against: +16% Undead Curse of Misfortune Massive two-handed swords. |
![]() balanced steel greatsword of massacre (Misfortune) (31-49.6 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 31.0 - 49.6 Uses stats: 40% Wil, 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 (+4 eff.) Defense: +12 (+4 eff.) Disarm immunity: +39% Curse of Misfortune Massive two-handed swords. |
![]() balanced steel greatsword of persecution (Corpses) (28-44.8 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 28.0 - 44.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage against: +13% Unnatural When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +12 (+4 eff.) Changes stats: +3 Wil Disarm immunity: +36% Curse of Corpses Massive two-handed swords. |
![]() steel greatsword 'Eruran' (Madness) (24-38.4 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Armour: +6 Changes resistances: +18% light Changes resistances penetration: +15% mind Mental save: +26 (+7 eff.) Disarm immunity: +40% Curse of Madness Massive two-handed swords. |
![]() steel greatsword 'Ivivena' (Nightmares) (23-36.8 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 40% Wil, 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 41% Damage (Melee): +42 insidious poison When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane Changes damage: +12% physical Mental save: +9 (+2 eff.) Curse of Nightmares Massive two-handed swords. |
![]() balanced dwarven-steel greatsword (Misfortune) (38-60.8 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 40% Wil, 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: +13 (+4 eff.) Defense: +14 (+5 eff.) Disarm immunity: +46% Curse of Misfortune Massive two-handed swords. |
![]() insidious dwarven-steel greatsword (Misfortune) (38-60.8 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +38 insidious poison Curse of Misfortune Massive two-handed swords. |
![]() insidious dwarven-steel greatsword of daylight (Corpses) (36-57.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 light / +40 insidious poison Damage against: +27% Undead Curse of Corpses Massive two-handed swords. |
![]() Emeladhera (Corpses) (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +3 Cun / +8 Con Changes resistances: +13% all Changes resistances penetration: +19% nature / +10% mind Changes damage: +15% mind Reduces incoming crit damage: 10.00% Maximum hate: +10.00 Mindpower: +6 (+1 eff.) See invisible: +9 Curse of Corpses Massive two-handed swords. |
![]() Huridor the Venommark (Misfortune) (46.5-74.4 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stats: 40% Wil, 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 20% Damage (Melee): +24 temporal / +24 nature Burst (radius 2) on crit: +12 fire When wielded/worn: Effects on melee hit: * Slows global speed by 31% Changes resistances: +6% fire Changes resistances penetration: +20% nature Changes damage: +12% nature / +15% mind Curse of Misfortune Massive two-handed swords. |
![]() balanced stralite greatsword (Nightmares) (50.5-80.8 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 40% Wil, 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: Accuracy: +16 (+5 eff.) Defense: +14 (+5 eff.) Disarm immunity: +62% Curse of Nightmares Massive two-handed swords. |
![]() balanced stralite greatsword of dampening (Shrouds) (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+5 eff.) Defense: +13 (+5 eff.) Changes resistances: +17% acid / +19% fire / +17% cold / +20% lightning Spell save: +19 (+4 eff.) Disarm immunity: +45% Curse of Shrouds Massive two-handed swords. |
![]() chilling stralite greatsword of the mystic (Shrouds) (49-78.4 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 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 cold When wielded/worn: Changes stats: +7 Wil / +2 Mag Spellpower: +17 (+2 eff.) Curse of Shrouds Massive two-handed swords. |
![]() flaming stralite greatsword of erosion (Shrouds) (50.5-80.8 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +19 nature / +21 temporal Burst (radius 1) on hit: +17 fire Curse of Shrouds Massive two-handed swords. |
![]() insidious stralite greatsword (Madness) (46.5-74.4 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +27 insidious poison Curse of Madness Massive two-handed swords. |
![]() insidious stralite greatsword of massacre (Shrouds) (60.5-96.8 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. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +28 insidious poison Curse of Shrouds Massive two-handed swords. |
![]() manaburning stralite greatsword of erosion (Misfortune) (50.5-80.8 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. Base power: 50.5 - 80.8 Uses stats: 40% Wil, 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: * 26 arcane resource burn Damage (Melee): +19 temporal / +21 nature Curse of Misfortune Massive two-handed swords. |
![]() plaguebringer's stralite greatsword (Shrouds) (50.5-80.8 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease Damage (Melee): +17 blight When wielded/worn: Disease immunity: +41% Curse of Shrouds Massive two-handed swords. |
![]() stralite greatsword of erosion (Shrouds) (48-76.8 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +19 nature / +13 temporal Curse of Shrouds Massive two-handed swords. |
![]() stralite greatsword of massacre (Shrouds) (60-96 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Curse of Shrouds Massive two-handed swords. |
![]() Demonwilder (Corpses) (62-99.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 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: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Melee): +26 temporal When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +20 Physical crit. chance: +14.0% Physical power: +20 (+4 eff.) Fatigue: -6% Effects on melee hit: * 31% chance to inflict 15% damage reduction * 15% chance to daze at end of turn Damage when hit (Melee): 27 temporal Changes stats: +2 Mag / +2 Wil / +4 Cun Changes resistances: +28% temporal Changes resistances penetration: +20% physical Reduces incoming crit damage: 5.00% Curse of Corpses Massive two-handed swords. |
![]() balanced voratun greatsword (Misfortune) (63-100.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+7 eff.) Defense: +16 (+6 eff.) Disarm immunity: +28% Curse of Misfortune Massive two-handed swords. |
![]() balanced voratun greatsword (Nightmares) (60-96 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 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: Accuracy: +9 (+3 eff.) Defense: +20 (+7 eff.) Disarm immunity: +39% Curse of Nightmares Massive two-handed swords. |
![]() balanced voratun greatsword of erosion (Corpses) (61-97.6 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +23 nature / +27 temporal When wielded/worn: Accuracy: +16 (+5 eff.) Defense: +14 (+5 eff.) Disarm immunity: +49% Curse of Corpses Massive two-handed swords. |
![]() balanced voratun greatsword of erosion (Shrouds) (65-104 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature / +19 temporal When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +20 (+7 eff.) Disarm immunity: +57% Curse of Shrouds Massive two-handed swords. |
![]() balanced voratun greatsword of massacre (Misfortune) (79-126.4 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.0 - 126.4 Uses stats: 40% Wil, 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: Accuracy: +19 (+6 eff.) Defense: +17 (+6 eff.) Disarm immunity: +28% Curse of Misfortune Massive two-handed swords. |
![]() hateful voratun greatsword (Nightmares) (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 darkness Damage against: +12% Living Curse of Nightmares Massive two-handed swords. |
![]() hateful voratun greatsword of dampening (Nightmares) (61-97.6 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 darkness Damage against: +26% Living When wielded/worn: Changes resistances: +20% acid / +16% fire / +21% cold / +20% lightning Spell save: +20 (+5 eff.) Curse of Nightmares Massive two-handed swords. |
![]() insidious voratun greatsword (Corpses) (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +56 insidious poison Curse of Corpses Massive two-handed swords. |
![]() insidious voratun greatsword of massacre (Madness) (78-124.8 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.0 - 124.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +70 insidious poison Curse of Madness Massive two-handed swords. |
![]() insidious voratun greatsword of massacre (Nightmares) (81-129.6 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.0 - 129.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +63 insidious poison Curse of Nightmares Massive two-handed swords. |
![]() voratun greatsword 'Isukira' (Misfortune) (60-96 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 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: Accuracy: +40 (+13 eff.) Physical power: +4 (+1 eff.) Armour: +4 Defense: +16 (+6 eff.) Changes stats: +7 Str / +3 Mag / +3 Wil Changes resistances: +10% all Changes resistances penetration: +19% nature / +5% physical Changes damage: +16% physical Disarm immunity: +62% Life regen: +0.20 Stamina when hit: +4.00 Only die when reaching: -60.00 life Healing mod.: +5% Curse of Misfortune Massive two-handed swords. |
![]() voratun greatsword 'Xodhera' (Misfortune) (61.5-98.4 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +40 (+13 eff.) Physical crit. chance: +17.0% Physical power: +27 (+5 eff.) Defense: +41 (+14 eff.) Changes damage: +3% physical Disarm immunity: +132% Life regen: +0.40 Maximum stamina: +10.00 Healing mod.: +5% Curse of Misfortune Massive two-handed swords. |
![]() voratun greatsword of crippling (Corpses) (63.5-101.6 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Curse of Corpses Massive two-handed swords. |
![]() voratun greatsword of erosion (Madness) (58.5-93.6 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +23 nature / +20 temporal Curse of Madness Massive two-handed swords. |
![]() voratun greatsword of massacre (Corpses) (76.5-122.4 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 76.5 - 122.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Curse of Corpses Massive two-handed swords. |
![]() voratun greatsword of massacre (Misfortune) (80.5-128.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.5 - 128.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Curse of Misfortune Massive two-handed swords. |
![]() voratun greatsword of massacre (Nightmares) (75.5-120.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 75.5 - 120.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Curse of Nightmares Massive two-handed swords. |
![]() iron longsword 'Filthshear' (Misfortune) (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 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: * 15% chance to cause random gloom Damage (Melee): +9 mind / +8 nature Burst (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 20 light Changes stats: +7 Cun / +6 Wil Changes resistances: +9% nature Changes resistances penetration: +25% nature Changes damage: +12% mind Psi when hit: +0.08 Maximum hate: +8.00 Curse of Misfortune Sharp, long, and deadly. |
![]() iron longsword 'Hathegobar' (Corpses) (11-15.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Changes stats: +3 Con / +2 Wil Changes resistances penetration: +7% physical Changes damage: +7% physical Grants telepathy: Dragon Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Stamina each turn: +0.60 Curse of Corpses Sharp, long, and deadly. |
![]() arcing steel longsword of massacre (Madness) (23-32.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Curse of Madness Sharp, long, and deadly. |
![]() hateful steel longsword (Misfortune) (17-23.8 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +10% Living Curse of Misfortune Sharp, long, and deadly. |
![]() hateful steel longsword of erosion (Corpses) (15.5-21.7 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 temporal / +11 nature / +10 darkness Damage against: +8% Living Curse of Corpses Sharp, long, and deadly. |
![]() steel longsword (Nightmares) (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Curse of Nightmares Sharp, long, and deadly. |
![]() steel longsword of phasing (Madness) (14.5-20.3 power, 10 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Curse of Madness Sharp, long, and deadly. |
![]() dwarven-steel longsword of erosion (Corpses) (24-33.6 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +9 nature / +11 temporal Curse of Corpses Sharp, long, and deadly. |
![]() Flashire (Corpses) (34.5-48.3 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stats: 40% Wil, 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% * 40% chance to blind When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Physical save: +9 (+2 eff.) Silence immunity: +10% Knockback immunity: +40% Only die when reaching: -60.00 life Curse of Corpses Sharp, long, and deadly. |
![]() Samanik the Wildwell (Misfortune) (35-49 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stats: 40% Wil, 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: * 15 arcane resource burn Damage (Melee): +8 nature When wielded/worn: Armour: +6 Changes resistances: +15% acid / +18% cold / +9% darkness / +6% fire Changes damage: +12% nature Spell save: +30 (+7 eff.) Pinning immunity: +15% Only die when reaching: -83.00 life Curse of Misfortune Sharp, long, and deadly. |
![]() Spidermark the stralite longsword (Madness) (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 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: * 40% chance to corrode armour by 30% * 30% chance to cause random gloom Damage (Melee): +8 acid / +19 mind Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +8 nature When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +6% nature Changes resistances penetration: +20% nature / +15% darkness Changes damage: +6% darkness / +9% nature Curse of Madness Sharp, long, and deadly. |
![]() balanced stralite longsword of erosion (Shrouds) (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 nature / +15 temporal When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +11 (+4 eff.) Disarm immunity: +31% Curse of Shrouds Sharp, long, and deadly. |
![]() flaming stralite longsword (Madness) (33.5-46.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 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: +9 fire Curse of Madness Sharp, long, and deadly. |
![]() insidious stralite longsword of massacre (Misfortune) (45.5-63.7 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +23 insidious poison Curse of Misfortune Sharp, long, and deadly. |
![]() stralite longsword (Nightmares) (31.5-44.1 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Curse of Nightmares Sharp, long, and deadly. |
![]() stralite longsword of daylight (Misfortune) (31.5-44.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 light Damage against: +9% Undead Curse of Misfortune Sharp, long, and deadly. |
![]() stralite longsword of erosion (Madness) (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 nature / +11 temporal Curse of Madness Sharp, long, and deadly. |
![]() stralite longsword of massacre (Shrouds) (44.5-62.3 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Curse of Shrouds Sharp, long, and deadly. |
![]() stralite longsword of persecution (Shrouds) (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage against: +16% Unnatural When wielded/worn: Changes stats: +3 Wil Curse of Shrouds Sharp, long, and deadly. |
![]() Ebonysting (Shrouds) (54.5-76.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 54.5 - 76.3 Uses stats: 40% Wil, 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 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 17 temporal Changes resistances: +20% temporal Changes resistances penetration: +15% temporal Changes damage: +3% darkness Critical mult.: +20.00% Curse of Shrouds Sharp, long, and deadly. |
![]() Sunbore the voratun longsword (Madness) (55-77 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stats: 40% Wil, 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: * disrupts spell-casting * 25% chance to remove a magical effect Damage (Melee): +20 nature / +8 light Damage against: +30% Unnatural When wielded/worn: Changes stats: +3 Str / +4 Dex / +3 Mag Light radius: +2 See invisible: +3 Curse of Madness Sharp, long, and deadly. |
![]() balanced voratun longsword of massacre (Misfortune) (51.5-72.1 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 51.5 - 72.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +11 (+4 eff.) Disarm immunity: +32% Curse of Misfortune Sharp, long, and deadly. |
![]() insidious voratun longsword of dampening (Nightmares) (42-58.8 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 insidious poison When wielded/worn: Changes resistances: +14% acid / +13% fire / +13% cold / +13% lightning Spell save: +12 (+3 eff.) Curse of Nightmares Sharp, long, and deadly. |
![]() insidious voratun longsword of erosion (Misfortune) (42-58.8 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +60 insidious poison / +14 temporal / +9 nature Curse of Misfortune Sharp, long, and deadly. |
![]() thought-forged voratun longsword of massacre (Nightmares) (52-72.8 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 52.0 - 72.8 Uses stats: 40% Wil, 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: * 24% chance to cause random gloom Damage (Melee): +20 mind When wielded/worn: Changes stats: +6 Cun / +3 Wil Curse of Nightmares Sharp, long, and deadly. |
![]() voratun longsword 'Xerivea' (Nightmares) (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 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: * Random elemental explosion Burst (radius 1) on hit: +17 fire When wielded/worn: Accuracy: +15 (+5 eff.) Damage when hit (Melee): 16 mind Changes stats: +6 Str / +3 Wil Changes resistances penetration: +15% acid / +10% temporal / +16% cold / +15% lightning / +17% fire Changes damage: +9% physical / +6% mind / +6% temporal Stamina when hit: +2.50 Equilibrium when hit: +0.16 Curse of Nightmares Sharp, long, and deadly. |
![]() voratun longsword of massacre (Corpses) (50.5-70.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 50.5 - 70.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Curse of Corpses Sharp, long, and deadly. |
![]() voratun longsword of massacre (Misfortune) (55-77 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Curse of Misfortune Sharp, long, and deadly. |
![]() voratun longsword of massacre (Nightmares) (51-71.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 51.0 - 71.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Curse of Nightmares Sharp, long, and deadly. |
![]() Fogglean the iron mace (Misfortune) (12-16.8 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +2 Cun / +6 Wil Changes damage: +21% darkness / +9% mind Mental save: +9 (+2 eff.) Disarm immunity: +25% Equilibrium when hit: +0.12 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune Blunt and deadly. |
![]() Healtitan (Madness) (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 100% Str Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 12 nature / 12 fire Changes resistances: +9% mind / +15% fire Changes resistances penetration: +25% nature / +15% mind Changes damage: +15% mind Curse of Madness Blunt and deadly. |
![]() flaming iron mace (Misfortune) (13-18.2 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire Curse of Misfortune Blunt and deadly. |
![]() Voidwinnow the steel mace (Misfortune) (11.5-16.1 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 100% Str Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Changes stats: +6 Wil Changes resistances: +12% darkness Changes resistances penetration: +25% darkness Changes damage: +15% mind Disarm immunity: +30% Mindpower: +10 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +50 Curse of Misfortune Blunt and deadly. |
![]() arcing steel mace of massacre (Corpses) (22.5-31.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Curse of Corpses Blunt and deadly. |
![]() hateful steel mace of paradox (Nightmares) (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 darkness / +8 temporal Damage against: +8% Living When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +9% temporal Curse of Nightmares Blunt and deadly. |
![]() steel mace (Nightmares) (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Curse of Nightmares Blunt and deadly. |
![]() Belahir the dwarven-steel mace (Shrouds) (28.5-39.9 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 nature / +12 temporal When wielded/worn: Fatigue: -4% Changes resistances: +3% blight / +12% fire / +9% light / +12% nature Cut immunity: +15% Light radius: +2 Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Blunt and deadly. |
![]() arcing dwarven-steel mace of massacre (Nightmares) (35.5-49.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 35.5 - 49.7 Uses stats: 40% Wil, 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 Damage (Melee): +8 lightning Curse of Nightmares Blunt and deadly. |
![]() dwarven-steel mace 'Silowen' (Misfortune) (26-36.4 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +14% Living When wielded/worn: Armour: +6 Changes resistances: +12% nature / +9% blight Reduces incoming crit damage: 15.00% Blindness immunity: +10% Cut immunity: +30% Knockback immunity: +10% Curse of Misfortune Blunt and deadly. |
![]() dwarven-steel mace of massacre (Shrouds) (36.5-51.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 36.5 - 51.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Curse of Shrouds Blunt and deadly. |
![]() Eilinyba (Shrouds) (38.5-53.9 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 17% * leeches stamina from the target When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 13 nature slow Changes resistances: +3% physical / +12% mind / +9% nature Spell save: +30 (+7 eff.) Only die when reaching: -60.00 life Curse of Shrouds Blunt and deadly. |
![]() Galeg the stralite mace (Misfortune) (35.5-49.7 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stats: 40% Wil, 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: Armour penetration: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances penetration: +25% mind Grants telepathy: Dragon Humanoid/Orc Life regen: +0.40 Curse of Misfortune Blunt and deadly. |
![]() Voidthorn (Madness) (37.5-52.5 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 29% chance to daze at end of turn When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +6% darkness / +15% lightning Changes resistances penetration: +13% lightning / +10% darkness Changes damage: +31% darkness / +15% lightning Curse of Madness Blunt and deadly. |
![]() arcing stralite mace of massacre (Shrouds) (45.5-63.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 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 for lightning to arc to a second target Damage (Melee): +17 lightning Curse of Shrouds Blunt and deadly. |
![]() Cyrinn the voratun mace (Nightmares) (43-60.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +17 darkness Burst (radius 1) on hit: +17 fire Damage against: +19% Living When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Changes resistances: +6% acid Changes resistances penetration: +12% mind / +13% darkness Spell save: +3 (+0 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +10% Healing mod.: +10% Curse of Nightmares Blunt and deadly. |
![]() arcing iron waraxe of the mystic (Madness) (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning When wielded/worn: Changes stats: +3 Wil / +2 Mag Spellpower: +6 (+1 eff.) Curse of Madness One-handed war axes. |
![]() balanced iron waraxe of erosion (Nightmares) (13-18.2 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 nature / +8 temporal When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Disarm immunity: +24% Curse of Nightmares One-handed war axes. |
![]() chilling iron waraxe (Madness) (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 cold Curse of Madness One-handed war axes. |
![]() Saluriavena the steel waraxe (Corpses) (11-15.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stats: 40% Wil, 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 (+3 eff.) Armour penetration: +9 Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +9% physical Changes damage: +27% mind Mental save: +46 (+12 eff.) Mental crit. chance: +5% Curse of Corpses One-handed war axes. |
![]() arcing steel waraxe (Corpses) (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning Curse of Corpses One-handed war axes. |
![]() chilling steel waraxe of phasing (Nightmares) (12-16.8 power, 12 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +21% Damage (Melee): +6 cold Curse of Nightmares One-handed war axes. |
![]() steel waraxe 'Shimmervile' (Corpses) (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 41% chance to daze at end of turn Damage (Melee): +11 temporal / +11 nature Burst (radius 1) on hit: +32 lightning When wielded/worn: Changes resistances: +6% lightning / +6% fire Changes damage: +6% lightning / +18% fire Curse of Corpses One-handed war axes. |
![]() steel waraxe of massacre (Madness) (23-32.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 23.0 - 32.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Curse of Madness One-handed war axes. |
![]() Bleakwedge (Corpses) (31-43.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 physical When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +12 (+2 eff.) Defense: +10 (+4 eff.) Effects on melee hit: * 31% chance to inflict 15% damage reduction Changes stats: +3 Con Changes resistances penetration: +10% nature / +15% physical Physical save: +20 (+5 eff.) Disarm immunity: +38% Maximum stamina: +15.00 Curse of Corpses One-handed war axes. |
![]() Zubonne the dwarven-steel waraxe (Corpses) (19-26.6 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +14% Living When wielded/worn: Changes stats: +3 Str / +3 Dex Changes resistances penetration: +25% physical Reduces incoming crit damage: 15.00% Mental save: +15 (+4 eff.) Silence immunity: +10% Stun/Freeze immunity: +20% Stamina each turn: +0.80 Maximum stamina: +15.00 Curse of Corpses One-handed war axes. |
![]() dwarven-steel waraxe 'Xeromikira' (Nightmares) (31.5-44.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.5% Attack speed: 100% When wielded/worn: Armour penetration: +4 Armour: +6 Changes stats: +5 Str Changes resistances: +5% arcane / +12% nature / +12% light Physical save: +31 (+8 eff.) Curse of Nightmares One-handed war axes. |
![]() dwarven-steel waraxe of massacre (Misfortune) (28.5-39.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Curse of Misfortune One-handed war axes. |
![]() dwarven-steel waraxe of massacre (Shrouds) (29.5-41.3 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.5 - 41.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Curse of Shrouds One-handed war axes. |
![]() Flareusher (Misfortune) (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 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 put talents on cooldown When wielded/worn: Effects on melee hit: * Slows global speed by 31% Changes resistances: +12% acid / +9% temporal / +15% darkness / +12% fire / +6% lightning Changes damage: +6% fire Critical mult.: +10.00% Curse of Misfortune One-handed war axes. |
![]() Scorpionpanic the stralite waraxe (Shrouds) (39.5-55.3 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 41% When wielded/worn: Armour: +6 Changes resistances: +9% fire Reduces incoming crit damage: 15.00% Poison immunity: +20% Pinning immunity: +30% Only die when reaching: -83.00 life Curse of Shrouds One-handed war axes. |
![]() acidic stralite waraxe of massacre (Madness) (40.5-56.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +15 acid Curse of Madness One-handed war axes. |
![]() arcing stralite waraxe of the mystic (Misfortune) (31-43.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 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): +6 lightning When wielded/worn: Changes stats: +2 Wil / +4 Mag Spellpower: +10 (+1 eff.) Curse of Misfortune One-handed war axes. |
![]() balanced stralite waraxe of massacre (Madness) (43-60.2 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +13 (+5 eff.) Disarm immunity: +32% Curse of Madness One-handed war axes. |
![]() chilling stralite waraxe of daylight (Shrouds) (30.5-42.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 light / +21 cold Damage against: +14% Undead Curse of Shrouds One-handed war axes. |
![]() chilling stralite waraxe of massacre (Madness) (41.5-58.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +25 cold Curse of Madness One-handed war axes. |
![]() insidious stralite waraxe (Shrouds) (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +25 insidious poison Curse of Shrouds One-handed war axes. |
![]() stralite waraxe (Nightmares) (34-47.6 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Curse of Nightmares One-handed war axes. |
![]() stralite waraxe of massacre (Nightmares) (39.5-55.3 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Curse of Nightmares One-handed war axes. |
![]() stralite waraxe of persecution (Corpses) (32-44.8 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage against: +21% Unnatural When wielded/worn: Changes stats: +5 Wil Curse of Corpses One-handed war axes. |
![]() thought-forged stralite waraxe (Nightmares) (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 22% chance to cause random gloom Damage (Melee): +21 mind When wielded/worn: Changes stats: +5 Cun / +4 Wil Curse of Nightmares One-handed war axes. |
![]() Torelachak the Kindleclash (Misfortune) (52-72.8 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 52.0 - 72.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Burst (radius 2) on crit: +4 nature / +12 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 fire Changes damage: +3% nature Curse of Misfortune One-handed war axes. |
![]() voratun waraxe 'Crackletitan' (Madness) (47.5-66.5 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 47.5 - 66.5 Uses stats: 40% Wil, 100% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 25% chance to remove a magical effect Damage (Melee): +20 nature When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +5 Con Changes resistances: +18% fire / +3% light / +9% temporal Changes resistances penetration: +10% lightning / +15% physical Changes damage: +3% lightning Spell save: +10 (+2 eff.) Disarm immunity: +35% Curse of Madness One-handed war axes. |
![]() voratun waraxe 'Eilinowen' (Misfortune) (42-58.8 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom * Slows global speed by 18% * leeches stamina from the target Damage (Melee): +18 temporal / +18 mind / +13 nature When wielded/worn: Armour: +4 Damage when hit (Melee): 17 nature slow Changes stats: +5 Cun / +7 Wil Changes resistances: +9% lightning / +6% cold / +5% arcane / +3% nature Blindness immunity: +20% Poison immunity: +15% Disease immunity: +10% Curse of Misfortune One-handed war axes. |
![]() voratun waraxe 'Falolegrim' (Madness) (52.5-73.5 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 52.5 - 73.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +20 fire When wielded/worn: Changes resistances: +3% acid / +9% darkness / +6% light / +3% nature Spell save: +6 (+1 eff.) Blindness immunity: +15% Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Curse of Madness One-handed war axes. |
![]() voratun waraxe 'Nedur' (Misfortune) (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 17% chance to disease * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Melee): +25 blight When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Cun / +2 Mag Changes resistances penetration: +15% mind / +15% darkness Spell save: +10 (+2 eff.) Mana each turn: +0.08 Mana when firing critical spell: +4.00 Spell crit. chance: +3% Curse of Misfortune One-handed war axes. |
![]() balanced iron dagger of erosion (Madness) (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature / +6 temporal When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Disarm immunity: +20% Curse of Madness Sharp, short and deadly. |
![]() flaming iron dagger (Misfortune) (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Curse of Misfortune Sharp, short and deadly. |
![]() iron dagger 'Poriyanor' (Nightmares) (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% Damage Shield penetration (this weapon only): +30% When wielded/worn: Armour: +10 Changes stats: +3 Str / +4 Cun Maximum life: +70.00 Infravision radius: +3 Curse of Nightmares Sharp, short and deadly. |
![]() iron dagger (Corpses) (10-13 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Curse of Corpses Sharp, short and deadly. |
![]() manaburning iron dagger of massacre (Madness) (16.5-21.45 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9 arcane resource burn Curse of Madness Sharp, short and deadly. |
![]() balanced steel dagger of massacre (Corpses) (20-26 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+2 eff.) Disarm immunity: +19% Curse of Corpses Sharp, short and deadly. |
![]() hateful steel dagger of massacre (Misfortune) (16.5-21.45 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +8% Living Curse of Misfortune Sharp, short and deadly. |
![]() insidious steel dagger of dampening (Madness) (10.5-13.65 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 insidious poison When wielded/worn: Changes resistances: +8% acid / +9% fire / +8% cold / +8% lightning Spell save: +8 (+2 eff.) Curse of Madness Sharp, short and deadly. |
![]() thought-forged steel dagger (Madness) (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +1 Cun / +3 Wil Curse of Madness Sharp, short and deadly. |
![]() Cuthyrand the dwarven-steel dagger (Shrouds) (14.5-18.85 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 41 arcane resource burn * Slows global speed by 40% * 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: +2 Dex / +3 Wil Changes resistances: +5% arcane Grants telepathy: Humanoid/Orc Spell save: +12 (+3 eff.) Infravision radius: +3 Curse of Shrouds Sharp, short and deadly. |
![]() Glowclamor (Shrouds) (16.5-21.45 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +9 cold Burst (radius 1) on hit: +6 fire When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 12 light Changes resistances: +9% light Changes damage: +9% light Curse of Shrouds Sharp, short and deadly. |
![]() Pusmaim the dwarven-steel dagger (Misfortune) (18-23.4 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 lightning / +12 nature Burst (radius 1) on hit: +12 nature / +12 fire Burst (radius 2) on crit: +20 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Damage when hit (Melee): 20 fire Changes resistances: +6% nature Changes damage: +9% nature Critical mult.: +13.00% Curse of Misfortune Sharp, short and deadly. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
![]() dwarven-steel dagger 'Flamevice' (Madness) (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Mind Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 41 arcane resource burn * Slows global speed by 41% Damage (Melee): +16 mind When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Damage when hit (Melee): 16 mind Changes resistances: +15% acid / +24% fire / +12% nature Changes resistances penetration: +9% physical Curse of Madness Sharp, short and deadly. |
![]() Bokurand the Blindrebel (Shrouds) (27-35.1 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +20 ice When wielded/worn: Armour: +25 Changes resistances: +9% darkness / +15% cold Changes resistances penetration: +11% cold Changes damage: +12% darkness Blindness immunity: +30% Stun/Freeze immunity: +10% Curse of Shrouds Sharp, short and deadly. |
![]() balanced stralite dagger of massacre (Madness) (42-54.6 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 42.0 - 54.6 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +11 (+4 eff.) Disarm immunity: +27% Curse of Madness Sharp, short and deadly. |
![]() chilling stralite dagger of massacre (Corpses) (34.5-44.85 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 34.5 - 44.9 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 cold Curse of Corpses Sharp, short and deadly. |
![]() flaming stralite dagger of massacre (Misfortune) (36.5-47.45 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +11 fire Curse of Misfortune Sharp, short and deadly. |
![]() hateful stralite dagger (Madness) (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +11% Living Curse of Madness Sharp, short and deadly. |
![]() insidious stralite dagger of erosion (Corpses) (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +31 insidious poison / +11 temporal / +12 nature Curse of Corpses Sharp, short and deadly. |
![]() manaburning stralite dagger (Corpses) (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn Curse of Corpses Sharp, short and deadly. |
![]() manaburning stralite dagger (Madness) (27-35.1 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn Curse of Madness Sharp, short and deadly. |
![]() plaguebringer's stralite dagger (Nightmares) (30-39 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 9% chance to disease Damage (Melee): +9 blight When wielded/worn: Disease immunity: +23% Curse of Nightmares Sharp, short and deadly. |
![]() stralite dagger 'Festerseam' (Madness) (25-32.5 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 nature Damage against: +20% Unnatural When wielded/worn: Armour: +14 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 nature Changes stats: +4 Wil / +2 Con Critical mult.: +9.00% Maximum life: +30.00 Healing mod.: +10% Curse of Madness Sharp, short and deadly. |
![]() stralite dagger 'Hellmaim' (Shrouds) (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +8 nature / +12 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 12 fire Changes resistances penetration: +15% nature / +25% fire Changes damage: +24% fire Disarm immunity: +32% Curse of Shrouds Sharp, short and deadly. |
![]() stralite dagger 'Zathel' (Madness) (31-40.3 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +17 cold When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Changes resistances: +3% mind / +3% light Changes resistances penetration: +10% acid / +11% physical / +12% cold / +12% fire / +12% lightning Mental save: +20 (+5 eff.) Only die when reaching: -83.00 life Curse of Madness Sharp, short and deadly. |
![]() stralite dagger of erosion (Corpses) (28-36.4 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 nature / +6 temporal Curse of Corpses Sharp, short and deadly. |
![]() stralite dagger of massacre (Corpses) (36.5-47.45 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Curse of Corpses Sharp, short and deadly. |
![]() stralite dagger of the mystic (Misfortune) (29-37.7 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +5 Mag Spellpower: +8 (+1 eff.) Curse of Misfortune Sharp, short and deadly. |
![]() thought-forged stralite dagger (Madness) (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom Damage (Melee): +12 mind When wielded/worn: Changes stats: +4 Cun / +4 Wil Curse of Madness Sharp, short and deadly. |
![]() thought-forged stralite dagger (Misfortune) (28-36.4 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 15% chance to cause random gloom Damage (Melee): +8 mind When wielded/worn: Changes stats: +4 Cun / +4 Wil Curse of Misfortune Sharp, short and deadly. |
![]() Hettalin the Blindsin (Nightmares) (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +11.0% Physical power: +11 (+2 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +3% darkness Changes resistances penetration: +5% blight / +12% physical Changes damage: +3% blight / +12% physical / +12% arcane Spell save: +30 (+7 eff.) Disarm immunity: +28% Stamina when hit: +2.00 Maximum mana: +20.00 Spellpower: +4 (+0 eff.) Curse of Nightmares Sharp, short and deadly. |
![]() balanced voratun dagger of massacre (Corpses) (49.5-64.35 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+4 eff.) Disarm immunity: +30% Curse of Corpses Sharp, short and deadly. |
![]() balanced voratun dagger of massacre (Madness) (45.5-59.15 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 45.5 - 59.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +7 (+3 eff.) Disarm immunity: +38% Curse of Madness Sharp, short and deadly. |
![]() balanced voratun dagger of massacre (Madness) (46-59.8 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+4 eff.) Disarm immunity: +30% Curse of Madness Sharp, short and deadly. |
![]() balanced voratun dagger of massacre (Shrouds) (47-61.1 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 47.0 - 61.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +11 (+4 eff.) Disarm immunity: +36% Curse of Shrouds Sharp, short and deadly. |
![]() balanced voratun dagger of persecution (Shrouds) (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage against: +17% Unnatural When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +5 (+2 eff.) Changes stats: +4 Wil Disarm immunity: +29% Curse of Shrouds Sharp, short and deadly. |
![]() hateful voratun dagger (Misfortune) (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +12% Living Curse of Misfortune Sharp, short and deadly. |
![]() insidious voratun dagger (Madness) (37-48.1 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +27 insidious poison Curse of Madness Sharp, short and deadly. |
![]() insidious voratun dagger (Shrouds) (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +33 insidious poison Curse of Shrouds Sharp, short and deadly. |
![]() insidious voratun dagger of erosion (Madness) (37-48.1 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +40 insidious poison / +12 temporal / +13 nature Curse of Madness Sharp, short and deadly. |
![]() insidious voratun dagger of erosion (Nightmares) (37-48.1 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +24 insidious poison / +11 temporal / +12 nature Curse of Nightmares Sharp, short and deadly. |
![]() insidious voratun dagger of persecution (Corpses) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +30 insidious poison Damage against: +15% Unnatural When wielded/worn: Changes stats: +4 Wil Curse of Corpses Sharp, short and deadly. |
![]() manaburning voratun dagger of erosion (Misfortune) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 18 arcane resource burn Damage (Melee): +16 temporal / +7 nature Curse of Misfortune Sharp, short and deadly. |
![]() manaburning voratun dagger of massacre (Shrouds) (47-61.1 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 47.0 - 61.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn Curse of Shrouds Sharp, short and deadly. |
![]() voratun dagger of erosion (Nightmares) (36-46.8 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 nature / +16 temporal Curse of Nightmares Sharp, short and deadly. |
![]() voratun dagger of massacre (Madness) (46-59.8 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. |
![]() voratun dagger of shearing (Corpses) (39-50.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Changes resistances penetration: +9% physical Changes damage: +11% physical Curse of Corpses Sharp, short and deadly. |
![]() creative mossy mindstar (Shrouds) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 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: Changes stats: +3 Cun Critical mult.: +8.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative mossy mindstar of the jelly (Nightmares) (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 70% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes damage: +3% acid Critical mult.: +9.00% Equilibrium when hit: +0.80 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted mossy mindstar (Corpses) (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 70% Wil, 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: Mindpower: +6 (+1 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted mossy mindstar (Madness) (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 70% Wil, 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: Mindpower: +6 (+1 eff.) Mental crit. chance: +1% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted mossy mindstar of life (Shrouds) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 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: Life regen: +0.80 Maximum life: +12.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying mossy mindstar (Madness) (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +3% mind / +3% darkness Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning mossy mindstar (Madness) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 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: * 13 arcane resource burn When wielded/worn: Changes resistances: +3% arcane Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mossy mindstar of slime (Madness) (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 4% Changes damage: +3% nature Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Eye of Summer (Shrouds) (8-8.8 power, 18 apr, fire damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 75% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Shrouds This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() blooming vined mindstar (Nightmares) (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +20 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming vined mindstar of the jelly (Nightmares) (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +5% acid Equilibrium when hit: +0.80 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +23 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's vined mindstar (Corpses) (5.5-6.05 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 dreams of an epiphany. Base power: 5.5 - 6.1 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% mind Mental save: +4 (+1 eff.) Maximum psi: +20.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted vined mindstar (Nightmares) (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +9 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() vined mindstar of life (Madness) (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.90 Maximum life: +18.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() vined mindstar of the jelly (Nightmares) (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +3% acid Equilibrium when hit: +1.30 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Pyrebreeze (Corpses) (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 41% chance to inflict 15% damage reduction Burst (radius 1) on hit: +16 mind When wielded/worn: Changes stats: +2 Wil Changes resistances: +7% blight / +18% fire Changes damage: +7% nature Grants telepathy: Demon/Minor Demon/Major Disease immunity: +19% Mindpower: +16 (+2 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted thorny mindstar (Corpses) (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +12 (+2 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying thorny mindstar (Corpses) (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 5 darkness Changes damage: +6% mind / +5% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying thorny mindstar of balance (Corpses) (7-7.7 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 mind / 4 darkness Changes damage: +7% mind / +6% darkness Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.30 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's thorny mindstar (Madness) (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +3% nature Disease immunity: +16% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's thorny mindstar (Nightmares) (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% blight Changes damage: +4% nature Disease immunity: +15% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's thorny mindstar (Shrouds) (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +5% nature Disease immunity: +13% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's thorny mindstar of balance (Corpses) (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +5% nature Physical save: +7 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+2 eff.) Disease immunity: +14% Equilibrium when hit: +1.30 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar (Corpses) (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar (Shrouds) (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of resolve (Nightmares) (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Physical save: +5 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming pulsing mindstar (Madness) (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +34 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming pulsing mindstar (Shrouds) (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +41 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming pulsing mindstar of clarity (Nightmares) (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mental save: +4 (+1 eff.) Maximum psi: +10.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +30 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative pulsing mindstar (Shrouds) (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +20.00% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative pulsing mindstar of life (Misfortune) (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Critical mult.: +17.00% Life regen: +1.70 Maximum life: +34.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative pulsing mindstar of the jelly (Nightmares) (14-15.4 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Changes damage: +6% acid Critical mult.: +5.00% Equilibrium when hit: +1.20 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +9% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +8% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted pulsing mindstar (Misfortune) (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +14 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted pulsing mindstar (Shrouds) (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +18 (+3 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted pulsing mindstar of balance (Nightmares) (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +1.40 Mindpower: +13 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's pulsing mindstar (Corpses) (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: 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: +4% blight Changes damage: +6% nature Disease immunity: +20% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's pulsing mindstar of clarity (Nightmares) (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +6% nature Mental save: +8 (+2 eff.) Disease immunity: +18% Maximum psi: +26.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's pulsing mindstar of the jelly (Misfortune) (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +7% acid / +6% nature Disease immunity: +15% Equilibrium when hit: +0.80 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's pulsing mindstar of the jelly (Nightmares) (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +6% nature / +3% acid Disease immunity: +18% Equilibrium when hit: +1.80 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of balance (Nightmares) (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +1.90 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of clarity (Shrouds) (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mental save: +6 (+2 eff.) Maximum psi: +16.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of clarity (Shrouds) (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mental save: +4 (+1 eff.) Maximum psi: +42.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of life (Madness) (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +1.30 Maximum life: +29.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of slime (Shrouds) (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 6% Changes damage: +7% nature Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of the jelly (Corpses) (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +6% acid Equilibrium when hit: +1.20 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of the jelly (Shrouds) (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +6% acid Equilibrium when hit: +1.50 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of the jelly (Shrouds) (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +7% acid Equilibrium when hit: +0.60 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Aeruma the Dourbender (Misfortune) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This mindstar absorbs psionic energy that needs to be projected. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +8 arcane Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +25% lightning / +24% fire / +25% cold Changes resistances penetration: +15% darkness / +5% arcane / +14% mind Changes damage: +24% darkness / +9% arcane / +11% mind Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Mindpower: +18 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 100% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Curse of Nightmares It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 30.07 mind damage, 18.76 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.76 mind and 1.72 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() Nimbusbreak (Madness) (17-18.7 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 psionic mindstar hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 lightning / +4 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% lightning / +10% nature / +5% arcane Changes resistances penetration: +5% lightning / +15% darkness / +10% fire / +9% nature / +15% mind Changes damage: +25% darkness / +8% nature / +20% mind Talent mastery: +0.20 Wild-gift / Harmony Life regen: +1.20 Equilibrium when hit: +2.10 Maximum life: +44.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +3 Str Changes resistances: +10% mind Changes resistances penetration: +10% physical / +9% mind / +5% nature Changes damage: +9% mind / +10% acid Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Stamina each turn: +0.20 Equilibrium when hit: +2.50 Psi when hit: +1.70 Hate per kill: +4.00 Psi per kill: +4.00 Maximum life: +10.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +20% Curse of Misfortune It can be used to inflict 134.81 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming living mindstar (Corpses) (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +42 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming living mindstar (Madness) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +27% Heals friendly targets nearby when you use a nature summon: +35 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() blooming living mindstar of balance (Madness) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +2.10 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +25% Heals friendly targets nearby when you use a nature summon: +38 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative living mindstar of resolve (Shrouds) (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Cun / +6 Wil Critical mult.: +22.00% Physical save: +4 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 9% Changes stats: +6 Cun Changes damage: +8% nature Critical mult.: +18.00% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative living mindstar of the jelly (Madness) (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Changes damage: +7% acid Critical mult.: +9.00% Equilibrium when hit: +1.90 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted living mindstar (Shrouds) (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +18 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted living mindstar (Shrouds) (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +18 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted living mindstar of balance (Misfortune) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+3 eff.) Equilibrium when hit: +1.70 Mindpower: +21 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted living mindstar of balance (Misfortune) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +2.10 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying living mindstar of balance (Nightmares) (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 mind / 7 darkness Changes damage: +7% mind / +7% darkness Physical save: +6 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +1.30 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying living mindstar of life (Corpses) (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 mind / 8 darkness Changes damage: +7% mind / +6% darkness Life regen: +1.70 Maximum life: +34.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar 'Arthogorn' (Madness) (16-17.6 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 psionic mindstar hates not to be wrathful. This natural mindstar summons a caller. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 acid When wielded/worn: Effects on melee hit: * 31% chance to corrode armour by 30% Changes resistances: +3% acid Changes resistances penetration: +20% temporal / +14% mind / +12% darkness Changes damage: +9% acid / +25% mind / +25% darkness Life regen: +1.90 Maximum life: +43.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +8% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar 'Radhaledig' (Shrouds) (17-18.7 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 harmonious mindstar will complement other natural mindstars. This honing mindstar will focus other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * Slows global speed by 14% * 15% chance to corrode armour by 30% When wielded/worn: Changes stats: +2 Mag / +3 Wil / +4 Cun Changes resistances: +7% nature / +7% physical Changes resistances penetration: +9% nature / +6% physical Changes damage: +6% blight / +7% physical / +9% nature / +9% arcane Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +2.00 Maximum mana: +20.00 Spell crit. chance: +1% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of clarity (Nightmares) (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mental save: +8 (+2 eff.) Maximum psi: +34.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of life (Corpses) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +0.80 Maximum life: +25.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of resolve (Madness) (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Wil Physical save: +8 (+2 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of storms (Misfortune) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +10% lightning Changes resistances penetration: +16% lightning Changes damage: +13% lightning Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of the jelly (Nightmares) (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +5% acid Equilibrium when hit: +1.70 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning living mindstar of balance (Shrouds) (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 22 arcane resource burn When wielded/worn: Changes resistances: +6% arcane Physical save: +9 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +1.70 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's living mindstar of life (Corpses) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% blight Changes damage: +6% nature Disease immunity: +18% Life regen: +1.40 Maximum life: +31.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() deflecting dwarven-steel steamsaw (Shrouds) (23-34.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stats: 40% Wil, 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: +50 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +16 (+6 eff.) Fatigue: +8% Talent granted: +2 Block Deflect projectiles away: +13% Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thought-forged dwarven-steel steamsaw (Misfortune) (19-28.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.0 - 28.5 Uses stats: 40% Wil, 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 hit: * 16% chance to cause random gloom Damage (Melee): +11 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +4 Cun / +5 Wil Talent granted: +2 Block Curse of Misfortune 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 lightning resistance (+26%) (Nightmares) (31-46.5 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.0 - 46.5 Uses stats: 40% Wil, 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: +70 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes resistances: +26% lightning Talent granted: +2 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thought-forged stralite steamsaw (Corpses) (33.5-50.25 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.5 - 50.3 Uses stats: 40% Wil, 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 On weapon hit: * 26% chance to cause random gloom Damage (Melee): +15 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +5 Cun / +4 Wil Talent granted: +2 Block Curse of Corpses 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! |
![]() acidic voratun steamsaw of erosion (Madness) (41-61.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stats: 40% Wil, 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 Damage (Melee): +18 nature / +14 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Damage (Melee): 9 acid Damage when hit (Melee): 11 acid Talent granted: +3 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() balanced voratun steamsaw (Misfortune) (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 40% Wil, 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: +90 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +6 Defense: +19 (+7 eff.) Fatigue: +12% Talent granted: +3 Block Disarm immunity: +50% Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() balanced voratun steamsaw of cold resistance (+22%) (Madness) (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 40% Wil, 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: +101 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +6 Defense: +20 (+7 eff.) Fatigue: +12% Changes resistances: +22% cold Talent granted: +3 Block Disarm immunity: +36% Curse of Madness 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! |
![]() gloomy voratun steamsaw of massacre (Corpses) (56.5-84.75 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 56.5 - 84.8 Uses stats: 40% Wil, 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: +89 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to cause random gloom Effects when hit in melee: * 24% chance to cause random gloom Talent granted: +3 Block Curse of Corpses 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! |
![]() shocking voratun steamsaw of lightning resistance (+22%) (Nightmares) (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 40% Wil, 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: +107 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Damage (Melee): 9 lightning Damage when hit (Melee): 20 lightning Changes resistances: +22% lightning Talent granted: +3 Block Curse of Nightmares 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! |
![]() voratun steamsaw of cold resistance (+20%) (Madness) (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 40% Wil, 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: +96 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances: +20% cold Talent granted: +3 Block Curse of Madness 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! |
![]() voratun steamsaw of shearing (Corpses) (41-61.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stats: 40% Wil, 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: +100 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +11 Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances penetration: +13% physical Changes damage: +10% physical Talent granted: +3 Block Curse of Corpses 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! |
![]() Belylemina (Shrouds) Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +3 Str / +6 Wil / +3 Cun Changes damage: +6% mind Equilibrium when hit: +0.16 Psi when hit: +0.28 Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +20 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() Gorinarihell the ash longbow (Madness) Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +23 nature When wielded/worn: Changes resistances: +3% acid / +9% mind / +9% all Changes resistances penetration: +12% nature Changes damage: +9% acid Grants telepathy: Dragon Equilibrium when hit: +0.12 Mindpower: +4 (+0 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +51 Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() Heatvengeance (Shrouds) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +5 Str / +7 Dex / +7 Mag / +4 Cun Changes resistances: +3% fire See invisible: +6 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() Relgyfast the elven-wood longbow (Madness) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Armour: +14 Changes resistances: +3% blight / +2% physical Changes resistances penetration: +10% acid / +30% physical Changes damage: +30% physical Confusion immunity: +25% Teleport immunity: +15% New effects duration reduction after a teleport: +10% Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() elven-wood longbow 'Forestsear' (Shrouds) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +6 nature When wielded/worn: Armour: +10 Ranged Defense: +10 (+3 eff.) Changes stats: +8 Dex Changes resistances: +6% blight / +6% cold Changes damage: +6% mind Poison immunity: +15% Cut immunity: +15% Defense after a teleport: +15 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() Brenyregodas the dragonbone longbow (Misfortune) 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. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Temporal Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Travel speed: +200% When wielded/worn: Accuracy: +23 (+8 eff.) Physical crit. chance: +9.0% Physical power: +4 (+1 eff.) Changes stats: +3 Dex Critical mult.: +5.00% Maximum encumbrance: +10 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() Elynor the Lavaraven (Misfortune) 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. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +6 Changes stats: +9 Mag Changes resistances: +15% acid / +6% fire / +3% light / +6% darkness Changes resistances penetration: +43% physical / +14% temporal Changes damage: +43% physical / +14% temporal Talent mastery: +0.30 Chronomancy / Bow Threading Blindness immunity: +10% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+2 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. Curse of Misfortune This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() cured leather sling 'Dimhack' (Shrouds) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Mind Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 41% chance to inflict 15% damage reduction * 20% chance to cause random gloom When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% darkness Changes damage: +12% mind / +11% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +20.00% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() cured leather sling 'Shinerupture' (Corpses) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to daze at end of turn Burst (radius 2) on crit: +6 mind / +6 light When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +4.0% Changes resistances: +15% mind Changes resistances penetration: +20% lightning Changes damage: +6% light / +6% mind Light radius: +2 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() mighty cured leather sling of acid (Shrouds) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +8 acid When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +2 Str Changes damage: +12% acid Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() fungal hardened leather sling of cold (Shrouds) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 cold When wielded/worn: Changes stats: +3 Con Changes damage: +8% cold Talent mastery: +0.20 Wild-gift / Fungus Curse of Shrouds It can be used to regenerate 150 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() hardened leather sling (Nightmares) Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
![]() mighty hardened leather sling of power (Madness) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +11% physical Changes damage: +13% physical Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() mighty reinforced leather sling (Madness) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() reinforced leather sling of dampening (Misfortune) Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes resistances: +15% acid / +15% fire / +15% cold / +14% lightning Spell save: +11 (+2 eff.) Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() steady reinforced leather sling (Corpses) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +4.0% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() Adolle (Nightmares) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Arcane Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Changes stats: +6 Cun Changes resistances: +5% arcane Changes resistances penetration: +40% physical Changes damage: +18% physical / +24% temporal Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Damage Shield penetration: +40% Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
![]() Xalekira the drakeskin leather sling (Shrouds) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +5.0% Ammo reloads per turn: +5 Changes stats: +6 Mag Changes resistances: +3% blight / +1% physical / +9% mind / +6% acid Changes resistances penetration: +15% physical / +9% temporal Changes damage: +14% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Bow Threading Pinning immunity: +15% Stun/Freeze immunity: +10% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() fungal iron steamgun of power (Shrouds) 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 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +11% physical Changes damage: +11% physical Talent mastery: +0.20 Wild-gift / Fungus Curse of Shrouds It can be used to regenerate 90 life over 5 turns, putting all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() iron steamgun of power (Nightmares) Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +11% physical Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mage-hunter's iron steamgun (Misfortune) Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 7 manaburn arcane Changes stats: +2 Wil Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +6 (+1 eff.) Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty iron steamgun of power (Misfortune) Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +2 Str Changes resistances penetration: +11% physical Changes damage: +11% physical Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() ranger's iron steamgun (Shrouds) Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty steel steamgun of cunning (+3) (Madness) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: +8 (+1 eff.) Changes stats: +3 Cun / +2 Str Changes resistances penetration: +13% physical Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty steel steamgun of power (Misfortune) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: +8 (+1 eff.) Changes stats: +3 Str Changes resistances penetration: +11% physical Changes damage: +12% physical Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty steel steamgun of power (Shrouds) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: +7 (+1 eff.) Changes stats: +3 Str Changes resistances penetration: +14% physical Changes damage: +11% physical Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() ranger's steel steamgun (Madness) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: +3 Dex Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() steel steamgun of power (Madness) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: Changes resistances penetration: +13% physical Changes damage: +12% physical Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's steel steamgun (Madness) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: Accuracy: +9 (+3 eff.) Talent cooldown: Strafe (-2 turns) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty dwarven-steel steamgun of dampening (Shrouds) 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 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str Changes resistances: +11% acid / +11% fire / +12% cold / +11% lightning Spell save: +9 (+2 eff.) Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty dwarven-steel steamgun of power (Misfortune) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Str Changes resistances penetration: +13% physical Changes damage: +12% physical Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() ranger's dwarven-steel steamgun (Shrouds) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Dex Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() ranger's dwarven-steel steamgun of cunning (+5) (Corpses) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Cun / +4 Dex Changes resistances penetration: +14% physical Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's dwarven-steel steamgun (Madness) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+3 eff.) Talent cooldown: Strafe (-2 turns) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() throat-seeking dwarven-steel steamgun (Misfortune) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +9 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +8% nature Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun (Madness) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: Physical power: +8 (+1 eff.) Changes stats: +4 Str Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of cunning (+6) (Madness) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: Physical power: +8 (+1 eff.) Changes stats: +6 Cun / +4 Str Changes resistances penetration: +19% physical Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of cunning (+6) (Madness) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: Physical power: +11 (+2 eff.) Changes stats: +6 Cun / +5 Str Changes resistances penetration: +16% physical Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of cunning (+5) (Misfortune) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: Physical power: +13 (+2 eff.) Changes stats: +5 Str / +7 Cun Changes resistances penetration: +15% physical Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of power (Corpses) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: Physical power: +6 (+1 eff.) Changes stats: +6 Str Changes resistances penetration: +20% physical Changes damage: +19% physical Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of power (Misfortune) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: Physical power: +12 (+2 eff.) Changes stats: +5 Str Changes resistances penetration: +11% physical Changes damage: +12% physical Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() mighty stralite steamgun of power (Nightmares) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: Physical power: +11 (+2 eff.) Changes stats: +4 Str Changes resistances penetration: +9% physical Changes damage: +16% physical Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() psychic's stralite steamgun (Corpses) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +12 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes damage: +18% mind Mindpower: +12 (+2 eff.) Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's stralite steamgun (Misfortune) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: +9 (+3 eff.) Talent cooldown: Strafe (-2 turns) Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's stralite steamgun of cunning (+6) (Corpses) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: +7 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +22% physical Talent cooldown: Strafe (-2 turns) Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's stralite steamgun of dampening (Shrouds) 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 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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 (+4 eff.) Changes resistances: +14% acid / +12% fire / +11% cold / +12% lightning Talent cooldown: Strafe (-2 turns) Spell save: +10 (+2 eff.) Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's stralite steamgun of power (Nightmares) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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: +10 (+3 eff.) Changes resistances penetration: +13% physical Changes damage: +20% physical Talent cooldown: Strafe (-2 turns) Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() stralite steamgun of power (Corpses) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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 resistances penetration: +20% physical Changes damage: +15% physical Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() stralite steamgun of power (Misfortune) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil 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 resistances penetration: +16% physical Changes damage: +16% physical Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Deepssear the quiver of elm arrows (20/20, 26-36.4 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 26.0 - 36.4 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 On weapon hit: * 41% chance to daze at end of turn Damage (Ranged): +8 lightning / +41 darkness Burst (radius 1) on hit: +8 darkness Arrows are used with bows to pierce your foes to death. |
![]() insidious quiver of elm arrows (12/12, 12-16.8 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 12 Damage (Ranged): +29 insidious poison Arrows are used with bows to pierce your foes to death. |
![]() quiver of ash arrows of erosion (21/21, 22.5-31.5 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 Damage (Ranged): +15 nature / +12 temporal Arrows are used with bows to pierce your foes to death. |
![]() self-loading quiver of yew arrows of accuracy (18/18, 30-42 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 Turns elapse between self-loadings: 1 Arrows are used with bows to pierce your foes to death. |
![]() Infernobore the quiver of elven-wood arrows (21/21, 48-67.2 power, 20 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +2.5% Capacity: 21 On weapon hit: * 33 arcane resource burn Damage (Ranged): +12 fire / +12 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +16 physical / +8 fire When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
![]() deadly quiver of elven-wood arrows (22/22, 65.5-91.7 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 65.5 - 91.7 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
![]() deadly quiver of elven-wood arrows of accuracy (16/16, 66-92.4 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 66.0 - 92.4 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
![]() Emelirin the Naturedare (25/25, 70.5-98.7 power, 35 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +24.0% Capacity: 25 On weapon hit: * Slows global speed by 41% * Random elemental explosion On weapon crit: * splashes the target with acid Travel speed: +400% Damage (Ranged): +20 acid When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
![]() Splendoursage the quiver of dragonbone arrows (22/22, 68.5-95.9 power, 36 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 68.5 - 95.9 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +41.0% Capacity: 22 On weapon hit: * 41% chance to blind * 20% chance to inflict 15% damage reduction * 10% chance to create an air burst On weapon crit: * cripple the target Travel speed: +400% Damage (Ranged): +16 light Burst (radius 1) on hit: +8 darkness / +8 arcane Arrows are used with bows to pierce your foes to death. |
![]() quiver of dragonbone arrows 'Polynne' (21/21, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20 arcane resource burn * disrupts spell-casting * 25% chance to put talents on cooldown Damage (Ranged): +42 insidious poison / +12 mind Burst (radius 1) on hit: +20 mind Burst (radius 2) on crit: +8 mind Damage against: +44% Unnatural Arrows are used with bows to pierce your foes to death. |
![]() pouch of iron shots of erosion (23/23, 15.5-18.6 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 23 Damage (Ranged): +6 nature / +6 temporal Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of iron shots of accuracy (10/12, 15.5-18.6 power, 1 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +18 physical Shots are used with slings to pummel your foes to death. |
![]() tundral pouch of iron shots of accuracy (20/22, 14-16.8 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 22 Damage (Ranged): +11 cold Burst (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
![]() Lightningquick (16/16, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 41% chance to daze at end of turn * 10% chance to create an air burst Travel speed: +200% Burst (radius 1) on hit: +36 lightning Burst (radius 2) on crit: +32 lightning Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of steel shots of wind (12/13, 25-30 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 25.0 - 30.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 13 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() pouch of steel shots (18/18, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
![]() pouch of steel shots 'Cuthigen' (30/55, 23-27.6 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 55 On weapon hit: * 41% chance to corrode armour by 30% Damage (Ranged): +16 acid / +16 mind Burst (radius 1) on hit: +20 mind Burst (radius 2) on crit: +4 mind / +8 acid When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
![]() pouch of steel shots of accuracy (18/19, 20-24 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Shots are used with slings to pummel your foes to death. |
![]() slimey-burst pouch of steel shots (18/22, 21-25.2 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 Burst (radius 1) on hit: +8 nature slow Burst (radius 2) on crit: +14 nature slow Shots are used with slings to pummel your foes to death. |
![]() Isiriwe the Dayenvy (24/24, 36-43.2 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.0 - 43.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 24 On weapon hit: * 41 arcane resource burn * Slows global speed by 40% * 10% chance to knock the target back Damage (Ranged): +30 physical Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +36 light Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of dwarven-steel shots (17/17, 30-36 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.0 - 36.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Ranged): +11 bleed Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of dwarven-steel shots of accuracy (15/16, 31.5-37.8 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Ranged): +10 bleed Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of dwarven-steel shots of erosion (22/22, 32-38.4 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Ranged): +5 temporal / +9 nature / +8 bleed Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of dwarven-steel shots of erosion (20/22, 38-45.6 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 38.0 - 45.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 Damage (Ranged): +13 nature / +8 temporal Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of dwarven-steel shots of wind (19/20, 45-54 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 45.0 - 54.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() high-capacity pouch of dwarven-steel shots (38/44, 31-37.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 44 When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of dwarven-steel shots of accuracy (19/21, 36-43.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.0 - 43.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +30 physical Shots are used with slings to pummel your foes to death. |
![]() Wind Worn Shot (24/25, 39-46.8 power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() barbed pouch of stralite shots of accuracy (24/24, 45-54 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Ranged): +14 bleed Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of stralite shots of accuracy (19/19, 42-50.4 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Ranged): +11 bleed Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of stralite shots of accuracy (18/19, 55-66 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 55.0 - 66.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of stralite shots of wind (20/23, 51.5-61.8 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.5 - 61.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() insidious pouch of stralite shots of accuracy (21/21, 45-54 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 Damage (Ranged): +31 insidious poison Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots (17/17, 43-51.6 power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots (20/20, 42.5-51 power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots 'Skywish' (21/21, 42.5-51 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 41% chance to daze at end of turn * 20 arcane resource burn * Slows global speed by 41% Damage (Ranged): +16 lightning / +27 cold Burst (radius 2) on crit: +4 lightning / +12 cold Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of accuracy (20/23, 40-48 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 40.0 - 48.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of erosion (24/24, 41.5-49.8 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 Damage (Ranged): +12 nature / +12 temporal Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of gravity (20/20, 43-51.6 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 10% chance to crush the target Damage (Ranged): +9 gravity Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of gravity (18/18, 45-54 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 10% chance to crush the target Damage (Ranged): +7 gravity Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of purging (18/18, 45-54 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +8 nature Shots are used with slings to pummel your foes to death. |
![]() slimey pouch of stralite shots of accuracy (20/20, 46-55.2 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * Slows global speed by 12% Shots are used with slings to pummel your foes to death. |
![]() Chamuhor the Smolderbringer (22/22, 54.5-65.4 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * Slows global speed by 41% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Ranged): +52 insidious poison / +20 bleed / +28 fire Burst (radius 1) on hit: +12 fire Shots are used with slings to pummel your foes to death. |
![]() Emelirimina the pouch of voratun shots (22/22, 62.5-75 power, 17 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 62.5 - 75.0 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +19.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 31% chance to cause random gloom * 10% chance to stun, blind, pin, or confuse the target Travel speed: +200% Damage (Ranged): +17 physical / +19 temporal / +22 mind Shots are used with slings to pummel your foes to death. |
![]() Sparkrip the pouch of voratun shots (19/19, 66-79.2 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.0 - 79.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +17.0% Capacity: 19 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease * 25% chance for lightning to arc to a second target Travel speed: +200% Damage (Ranged): +21 blight / +35 lightning / +4 temporal Burst (radius 2) on crit: +12 temporal Shots are used with slings to pummel your foes to death. |
![]() Breezevenom the iron shield (Madness) (13 def, 2 armour, 22.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +2 Defense: +13 (+5 eff.) Ranged Defense: +13 (+4 eff.) Fatigue: +6% Damage when hit (Melee): 12 nature Changes resistances: +12% blight / +12% nature / +9% mind Changes resistances penetration: +10% nature Talent granted: +1 Block Maximum life: +74.00 Healing mod.: +15% Curse of Madness Handheld deflection devices. |
![]() acidic iron shield (Misfortune) (4 def, 2 armour, 22 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 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 13 acid Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
![]() flaming iron shield of lightning resistance (+17%) (Nightmares) (4 def, 2 armour, 19.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Changes resistances: +17% lightning Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
![]() steel shield 'Toraregodig' (Misfortune) (15 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +3% physical / +9% fire / +3% light / +6% cold Talent granted: +2 Block Stun/Freeze immunity: +20% Deflect projectiles away: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Handheld deflection devices. |
![]() Gloomburst the dwarven-steel shield (Madness) (8 def, 2 armour, 80 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: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +12% acid / +20% cold Changes damage: +30% darkness / +9% mind Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Block Mental crit. chance: +5% Curse of Madness Handheld deflection devices. |
![]() Morningslicer the dwarven-steel shield (Nightmares) (8 def, 2 armour, 76 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: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +4 Dex / +2 Wil / +2 Cun Changes resistances: +24% cold Changes resistances penetration: +25% light Changes damage: +9% mind Talent granted: +3 Block Curse of Nightmares Handheld deflection devices. |
![]() Shimmerdash the dwarven-steel shield (Corpses) (17 def, 2 armour, 73.5 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: +17 (+6 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Effects on melee hit: * 31% chance to daze at end of turn Damage (Melee): 7 fire Damage when hit (Melee): 16 fire Changes resistances: +9% darkness / +9% cold Talent granted: +3 Block Physical save: +9 (+2 eff.) Disease immunity: +25% Stun/Freeze immunity: +25% Curse of Corpses Handheld deflection devices. |
![]() acidic dwarven-steel shield of cold resistance (+19%) (Corpses) (8 def, 2 armour, 73.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 25 acid Changes resistances: +19% cold Talent granted: +3 Block Curse of Corpses Handheld deflection devices. |
![]() Erelehek the Corpsewish (Madness) (10 def, 2 armour, 137 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +6% acid / +9% temporal / +21% fire / +18% mind / +6% lightning Changes damage: +6% nature Talent granted: +4 Block Spell save: +20 (+5 eff.) Curse of Madness Handheld deflection devices. |
![]() flaming stralite shield (Corpses) (10 def, 2 armour, 141 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 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 7 fire Damage when hit (Melee): 18 fire Talent granted: +4 Block Curse of Corpses Handheld deflection devices. |
![]() flaming stralite shield of lightning resistance (+20%) (Shrouds) (10 def, 2 armour, 141 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 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 6 fire Damage when hit (Melee): 16 fire Changes resistances: +20% lightning Talent granted: +4 Block Curse of Shrouds Handheld deflection devices. |
![]() flaming stralite shield of purity (Shrouds) (10 def, 2 armour, 141.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 14 fire Changes resistances: +14% nature / +10% blight Talent granted: +4 Block Curse of Shrouds Handheld deflection devices. |
![]() shocking stralite shield (Misfortune) (10 def, 2 armour, 135 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 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 7 lightning Damage when hit (Melee): 18 lightning Talent granted: +4 Block Curse of Misfortune Handheld deflection devices. |
![]() stralite shield of acid resistance (+23%) (Misfortune) (10 def, 2 armour, 140.5 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 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +23% acid Talent granted: +4 Block Curse of Misfortune Handheld deflection devices. |
![]() stralite shield of cold resistance (+23%) (Misfortune) (10 def, 2 armour, 146.5 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 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +23% cold Talent granted: +4 Block Curse of Misfortune Handheld deflection devices. |
![]() stralite shield of lightning resistance (+23%) (Shrouds) (10 def, 2 armour, 146 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +23% lightning Talent granted: +4 Block Curse of Shrouds Handheld deflection devices. |
![]() acidic voratun shield of fire resistance (+23%) (Misfortune) (12 def, 3 armour, 204.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 33 acid Changes resistances: +23% fire Talent granted: +5 Block Curse of Misfortune Handheld deflection devices. |
![]() acidic voratun shield of lightning resistance (+21%) (Misfortune) (12 def, 3 armour, 193 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 22 acid Changes resistances: +21% lightning Talent granted: +5 Block Curse of Misfortune Handheld deflection devices. |
![]() acidic voratun shield of lightning resistance (+27%) (Nightmares) (12 def, 3 armour, 210.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 21 acid Changes resistances: +27% lightning Talent granted: +5 Block Curse of Nightmares Handheld deflection devices. |
![]() deflecting voratun shield (Shrouds) (23 def, 3 armour, 203.5 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: +3 Defense: +23 (+8 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Deflect projectiles away: +11% Curse of Shrouds Handheld deflection devices. |
![]() flaming voratun shield (Corpses) (12 def, 3 armour, 202 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 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 9 fire Damage when hit (Melee): 16 fire Talent granted: +5 Block Curse of Corpses Handheld deflection devices. |
![]() impervious voratun shield (Madness) (12 def, 13 armour, 290 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: +13 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +6 Con Talent granted: +5 Block Physical save: +11 (+3 eff.) Curse of Madness Handheld deflection devices. |
![]() reinforced voratun shield (Corpses) (12 def, 11 armour, 271 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: +11 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Curse of Corpses Handheld deflection devices. |
![]() reinforced voratun shield of temporal resistance (+13%) (Misfortune) (12 def, 10 armour, 263.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 21% chance to gain 10% of a turn (3/turn limit) Changes resistances: +13% temporal Talent granted: +5 Block Curse of Misfortune Handheld deflection devices. |
![]() shocking voratun shield (Misfortune) (12 def, 3 armour, 204.5 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 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 lightning Damage when hit (Melee): 25 lightning Talent granted: +5 Block Curse of Misfortune Handheld deflection devices. |
![]() voratun shield 'Manuroddabers' (Misfortune) (12 def, 5 armour, 213.5 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: +5 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 16% chance to corrode armour by 30% Changes stats: +6 Con Changes resistances: +19% acid / +19% physical / +19% light / +9% cold / +5% arcane / +20% darkness Talent granted: +5 Block Poison immunity: +15% Only die when reaching: -83.00 life Curse of Misfortune Handheld deflection devices. |
![]() voratun shield of acid resistance (+24%) (Corpses) (12 def, 3 armour, 190 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: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +24% acid Talent granted: +5 Block Curse of Corpses Handheld deflection devices. |
![]() voratun shield of fire resistance (+19%) (Misfortune) (12 def, 3 armour, 193 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: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +19% fire Talent granted: +5 Block Curse of Misfortune Handheld deflection devices. |
![]() voratun shield of temporal resistance (+15%) (Shrouds) (12 def, 3 armour, 191.5 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 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal Talent granted: +5 Block Curse of Shrouds Handheld deflection devices. |
![]() Betireda the Galehue (Misfortune) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 31% chance to daze at end of turn Changes resistances penetration: +25% acid / +8% mind / +10% darkness Changes damage: +31% lightning / +8% mind / +15% darkness Psi each turn: +0.43 Maximum psi: +16.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe 'Bogshaper' (Madness) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind / 16 nature Changes resistances: +18% lightning / +9% nature / +6% mind Changes resistances penetration: +10% mind Changes damage: +12% lightning / +30% mind / +21% nature Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe of nature (+18%) (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% nature Changes damage: +12% nature Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven woollen robe of lightning (+19%) (Corpses) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +19% lightning Changes damage: +13% lightning Mental save: +20 (+5 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +4% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe 'Nimbushunt' (Misfortune) (0 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +21% acid / +15% cold / +5% arcane / +12% blight Changes damage: +14% acid / +9% nature / +15% lightning Spell save: +31 (+7 eff.) Blindness immunity: +15% Cut immunity: +20% Stun/Freeze immunity: +15% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of corrosion (+18%) (Misfortune) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% acid Changes damage: +12% acid Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of the mountain (+12%) (Shrouds) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of corrosion (+19%) (Nightmares) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% acid Changes damage: +13% acid Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of frost (+21%) (Shrouds) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% cold Changes damage: +14% cold Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing cashmere robe of the mountain (+14%) (Madness) (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 Wil / +6 Mag Changes resistances: +14% physical Changes damage: +14% physical Mana each turn: +0.23 Psi each turn: +0.20 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven cashmere robe of light (+24%) (Shrouds) (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 resistances: +24% light Changes damage: +16% light Mental save: +18 (+5 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven cashmere robe of protection (Nightmares) (5 def, 4 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Physical save: +22 (+6 eff.) Mental save: +23 (+6 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of corrosion (+25%) (Nightmares) (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: +25% acid Changes damage: +17% acid Mental save: +23 (+6 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of darkness (+21%) (Corpses) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% darkness Changes damage: +14% darkness Mental save: +27 (+7 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe 'Yviyariavea' (Madness) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 (+1 eff.) Fatigue: -8% Changes resistances: +27% fire Changes damage: +18% fire Grants telepathy: Demon/Minor Demon/Major Physical save: +12 (+3 eff.) Only die when reaching: -83.00 life Maximum life: +50.00 See invisible: +24 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of corrosion (+21%) (Misfortune) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% acid Changes damage: +14% acid Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of fire (+22%) (Madness) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +22% fire Changes damage: +15% fire Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of frost (+21%) (Corpses) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% cold Changes damage: +14% cold Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of lightning (+21%) (Misfortune) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% lightning Changes damage: +14% lightning Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy silk robe of frost (+25%) (Madness) (3 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects when hit in melee: * Slows global speed by 7% * 7 arcane resource burn Changes resistances: +25% cold Changes damage: +17% cold Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven silk robe of the mountain (+17%) (Nightmares) (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 resistances: +17% physical Changes damage: +17% physical Spell save: +21 (+5 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of life (Madness) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +16% blight Life regen: +2.90 Maximum life: +82.00 Healing mod.: +28% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing elven-silk robe (Shrouds) (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +7 Wil / +6 Mag Mana each turn: +0.33 Psi each turn: +0.27 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe (Nightmares) (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Mental save: +22 (+6 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of frost (+19%) (Misfortune) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +19% cold Changes damage: +13% cold Mental save: +28 (+7 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +6% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of lightning (+22%) (Shrouds) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +22% lightning Changes damage: +15% lightning Mental save: +25 (+6 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Betygathra the rough leather armour (Misfortune) (1 def, 8 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Fatigue: -2% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str Changes resistances: +18% blight / +18% fire Disease immunity: +25% Pinning immunity: +20% Stun/Freeze immunity: +20% Curse of Misfortune A suit of armour made of leather. |
![]() Sunhunt the rough leather armour (Nightmares) (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 (+1 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +18% acid / +6% temporal / +14% darkness / +14% blight / +12% fire / +5% arcane / +15% light Changes damage: +6% light Spell save: +20 (+5 eff.) Light radius: +4 Curse of Nightmares A suit of armour made of leather. |
![]() cleansing rough leather armour of cold resistance (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +12% blight / +18% cold / +12% nature Curse of Misfortune A suit of armour made of leather. |
![]() rejuvenating rough leather armour (Madness) (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 (+1 eff.) Fatigue: +6% Life regen: +2.90 Stamina each turn: +0.80 Curse of Madness A suit of armour made of leather. |
![]() rough leather armour of resilience (Nightmares) (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 (+1 eff.) Fatigue: +6% Maximum life: +27.00 Curse of Nightmares A suit of armour made of leather. |
![]() spiked rough leather armour of lightning resistance (Nightmares) (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 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +17% lightning Curse of Nightmares A suit of armour made of leather. |
![]() Eel-skin armour (Nightmares) (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+4 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Nightmares It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 41.90 to 125.71 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() cleansing cured leather armour of lightning resistance (Misfortune) (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 resistances: +12% blight / +13% nature / +19% lightning Curse of Misfortune A suit of armour made of leather. |
![]() cured leather armour of Eyal (Shrouds) (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +1.70 Maximum life: +49.00 Healing mod.: +14% Curse of Shrouds A suit of armour made of leather. |
![]() cured leather armour of resilience (Madness) (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Maximum life: +27.00 Curse of Madness A suit of armour made of leather. |
![]() cured leather armour of resilience (Shrouds) (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Maximum life: +33.00 Curse of Shrouds A suit of armour made of leather. |
![]() rejuvenating cured leather armour (Corpses) (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +3.70 Stamina each turn: +0.90 Curse of Corpses A suit of armour made of leather. |
![]() Chalagatar the hardened leather armour (Shrouds) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn * 30% chance to corrode armour by 30% Changes resistances: +24% lightning / +12% temporal / +9% darkness / +20% blight / +5% arcane Spell save: +15 (+3 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() Phoenixdredge the hardened leather armour (Corpses) (3 def, 10 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +10 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +6 Dex / +3 Wil / +3 Cun / +2 Con Changes damage: +12% fire Maximum life: +44.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +4% Curse of Corpses A suit of armour made of leather. |
![]() Splendourlace the hardened leather armour (Misfortune) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +6 Wil Changes resistances: +21% acid / +6% light Changes resistances penetration: +10% light / +25% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+2 eff.) Psi when hit: +0.20 Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune A suit of armour made of leather. |
![]() cleansing hardened leather armour of resilience (Corpses) (3 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +13% nature / +13% blight Maximum life: +29.00 Curse of Corpses A suit of armour made of leather. |
![]() hardened leather armour 'Deepsquick' (Nightmares) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 31% chance to corrode armour by 30% * 31% chance to inflict 15% damage reduction * 31% chance to blind Damage when hit (Melee): 20 acid Changes resistances: +22% lightning / +6% acid Changes damage: +6% acid / +9% light / +15% darkness Curse of Nightmares A suit of armour made of leather. |
![]() hardened leather armour of lightning resistance (Shrouds) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +20% lightning Curse of Shrouds A suit of armour made of leather. |
![]() hardened leather armour of resilience (Misfortune) (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% Maximum life: +34.00 Curse of Misfortune A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of resilience (Madness) (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% Life regen: +4.10 Stamina each turn: +1.50 Maximum life: +40.00 Curse of Madness A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of resilience (Misfortune) (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% Life regen: +4.20 Stamina each turn: +1.30 Maximum life: +36.00 Curse of Misfortune A suit of armour made of leather. |
![]() spiked hardened leather armour (Madness) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Curse of Madness A suit of armour made of leather. |
![]() spiked hardened leather armour of cold resistance (Shrouds) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +18% cold Curse of Shrouds A suit of armour made of leather. |
![]() spiked hardened leather armour of fire resistance (Misfortune) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +21% fire Curse of Misfortune A suit of armour made of leather. |
![]() spiked hardened leather armour of stability (Misfortune) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +7% physical Physical save: +15 (+4 eff.) Curse of Misfortune A suit of armour made of leather. |
![]() Elenigar the reinforced leather armour (Misfortune) (4 def, 15 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: -2% Changes stats: +4 Str / +3 Cun / +4 Con Changes resistances: +9% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +22 (+6 eff.) Maximum life: +30.00 Curse of Misfortune A suit of armour made of leather. |
![]() Lightstinger the reinforced leather armour (Madness) (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 11 light Changes stats: +8 Str / +3 Wil Changes resistances: +15% physical / +33% darkness / +20% blight / +5% arcane / +6% temporal Blindness immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +10% Life regen: +3.40 Maximum life: +57.00 Light radius: +4 Healing mod.: +26% Curse of Madness It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Lisybeth the Fogcrack (Misfortune) (18 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +18 (+6 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 31% Changes stats: +5 Str / +15 Dex / +4 Con Changes resistances: +12% darkness / +9% lightning Reduces incoming crit damage: 15.00% Movement speed: +20% Curse of Misfortune A suit of armour made of leather. |
![]() cleansing reinforced leather armour (Corpses) (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +14% nature / +15% blight Curse of Corpses A suit of armour made of leather. |
![]() cleansing reinforced leather armour of lightning resistance (Madness) (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +18% blight / +15% nature / +22% lightning Curse of Madness A suit of armour made of leather. |
![]() multi-hued reinforced leather armour (Corpses) (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 (+2 eff.) Fatigue: +8% Changes resistances: +12% acid / +11% physical / +8% fire / +17% cold / +9% lightning Mindpower: +11 (+1 eff.) Curse of Corpses A suit of armour made of leather. |
![]() reinforced leather armour (Madness) (4 def, 7 armour) Requires: - Strength 18 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Curse of Madness A suit of armour made of leather. |
![]() reinforced leather armour of acid resistance (Nightmares) (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 (+2 eff.) Fatigue: +8% Changes resistances: +23% acid Curse of Nightmares A suit of armour made of leather. |
![]() reinforced leather armour of lightning resistance (Madness) (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 (+2 eff.) Fatigue: +8% Changes resistances: +23% lightning Curse of Madness A suit of armour made of leather. |
![]() reinforced leather armour of lightning resistance (Shrouds) (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +19% lightning Curse of Shrouds A suit of armour made of leather. |
![]() reinforced leather armour of resilience (Nightmares) (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 (+2 eff.) Fatigue: +8% Maximum life: +49.00 Curse of Nightmares A suit of armour made of leather. |
![]() reinforced leather armour of spell shielding (Nightmares) (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +8% arcane Spell save: +17 (+4 eff.) Curse of Nightmares A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of cold resistance (Madness) (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +19% cold Life regen: +3.60 Stamina each turn: +1.40 Curse of Madness A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of resilience (Corpses) (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 (+2 eff.) Fatigue: +8% Life regen: +6.00 Stamina each turn: +1.00 Maximum life: +36.00 Curse of Corpses A suit of armour made of leather. |
![]() spiked reinforced leather armour (Misfortune) (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 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Curse of Misfortune A suit of armour made of leather. |
![]() spiked reinforced leather armour (Nightmares) (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 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Curse of Nightmares A suit of armour made of leather. |
![]() Cyribeth the drakeskin leather armour (Nightmares) (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 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Changes damage: +15% blight / +3% arcane Spell save: +6 (+1 eff.) Life regen: +7.30 Maximum life: +175.00 Spell crit. chance: +3% Healing mod.: +54% Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares A suit of armour made of leather. |
![]() Nuldil the drakeskin leather armour (Madness) (22 def, 19 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +19 Defense: +22 (+8 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +2 Str Changes resistances: +20% blight / +30% fire / +16% nature Physical save: +6 (+2 eff.) Mental save: +24 (+6 eff.) Maximum life: +40.00 Curse of Madness A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 9 fire Changes resistances: +25% acid / +23% physical / +25% cold / +22% fire Changes resistances penetration: +10% arcane Spell save: +26 (+6 eff.) Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Damage Shield penetration: +20% Curse of Corpses A suit of armour made of leather. |
![]() cleansing drakeskin leather armour (Shrouds) (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 (+2 eff.) Fatigue: +8% Changes resistances: +16% nature / +19% blight Curse of Shrouds A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of clarity (Shrouds) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +14% blight / +18% nature / +8% mind Mental save: +18 (+5 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of clarity (Shrouds) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +12% blight / +18% nature / +8% mind Mental save: +19 (+5 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of cold resistance (Corpses) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +20% blight / +30% cold / +15% nature Curse of Corpses A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of cold resistance (Madness) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +13% blight / +28% cold / +16% nature Curse of Madness A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of fire resistance (Madness) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +14% blight / +25% fire / +16% nature Curse of Madness A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of lightning resistance (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +19% blight / +20% nature / +30% lightning Curse of Nightmares A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of stability (Corpses) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +17% blight / +6% physical / +12% nature Physical save: +18 (+5 eff.) Curse of Corpses A suit of armour made of leather. |
![]() drakeskin leather armour 'Earthoath' (Shrouds) (15 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: +15 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Changes stats: +9 Str / +5 Dex Changes resistances: +3% acid / +14% physical / +18% darkness / +6% light Changes resistances penetration: +5% acid / +5% nature Changes damage: +3% acid / +6% light Life regen: +4.00 Maximum life: +94.00 Light radius: +2 Movement speed: +20% Healing mod.: +28% Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() drakeskin leather armour of fire resistance (Madness) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +23% fire Curse of Madness A suit of armour made of leather. |
![]() drakeskin leather armour of fire resistance (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +24% fire Curse of Nightmares A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Life regen: +5.90 Stamina each turn: +1.70 Curse of Nightmares A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of clarity (Corpses) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +5% mind Mental save: +16 (+4 eff.) Life regen: +8.00 Stamina each turn: +1.70 Curse of Corpses A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of fire resistance (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +25% fire Life regen: +6.20 Stamina each turn: +1.80 Curse of Nightmares A suit of armour made of leather. |
![]() spiked drakeskin leather armour (Madness) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical Curse of Madness A suit of armour made of leather. |
![]() spiked drakeskin leather armour (Misfortune) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Curse of Misfortune A suit of armour made of leather. |
![]() spiked drakeskin leather armour (Shrouds) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical Curse of Shrouds A suit of armour made of leather. |
![]() spiked drakeskin leather armour of clarity (Corpses) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +7% mind Mental save: +22 (+6 eff.) Curse of Corpses A suit of armour made of leather. |
![]() spiked drakeskin leather armour of clarity (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Changes resistances: +8% mind Mental save: +10 (+3 eff.) Curse of Nightmares A suit of armour made of leather. |
![]() spiked drakeskin leather armour of cold resistance (Corpses) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes resistances: +17% cold Curse of Corpses A suit of armour made of leather. |
![]() spiked drakeskin leather armour of fire resistance (Corpses) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +24% fire Curse of Corpses A suit of armour made of leather. |
![]() spiked drakeskin leather armour of fire resistance (Corpses) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +26% fire Curse of Corpses A suit of armour made of leather. |
![]() spiked drakeskin leather armour of fire resistance (Madness) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Changes resistances: +26% fire Curse of Madness A suit of armour made of leather. |
![]() spiked drakeskin leather armour of fire resistance (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes resistances: +24% fire Curse of Nightmares A suit of armour made of leather. |
![]() spiked drakeskin leather armour of fire resistance (Shrouds) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +26% fire Curse of Shrouds A suit of armour made of leather. |
![]() spiked drakeskin leather armour of lightning resistance (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +23% lightning Curse of Nightmares A suit of armour made of leather. |
![]() spiked drakeskin leather armour of stability (Misfortune) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Changes resistances: +8% physical Physical save: +14 (+4 eff.) Curse of Misfortune A suit of armour made of leather. |
![]() iron mail armour (Shrouds) (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Curse of Shrouds A suit of armour made of mail. |
![]() Lisorimina the Brightripper (Nightmares) (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 light / 14 physical Changes resistances: +9% lightning / +20% nature / +5% arcane Changes damage: +9% light Spell save: +6 (+1 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() cleansing steel mail armour (Corpses) (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +12% nature / +13% blight Curse of Corpses A suit of armour made of mail. |
![]() prismatic steel mail armour (Misfortune) (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +12% light / +12% darkness Curse of Misfortune A suit of armour made of mail. |
![]() rejuvenating steel mail armour of fire resistance (Corpses) (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +21% fire Life regen: +3.50 Stamina each turn: +0.70 Curse of Corpses A suit of armour made of mail. |
![]() rejuvenating steel mail armour of stability (Shrouds) (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +7% physical Physical save: +16 (+4 eff.) Life regen: +3.50 Stamina each turn: +1.10 Curse of Shrouds A suit of armour made of mail. |
![]() spiked steel mail armour of spell shielding (Madness) (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 14 physical Changes resistances: +7% arcane Spell save: +16 (+4 eff.) Curse of Madness A suit of armour made of mail. |
![]() Kindlemight the dwarven-steel mail armour (Shrouds) (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% Effects on melee hit: * 31% chance to blind Damage when hit (Melee): 16 light Changes resistances: +6% light Changes resistances penetration: +25% light Changes damage: +31% light Maximum life: +44.00 Curse of Shrouds A suit of armour made of mail. |
![]() Sparkward the dwarven-steel mail armour (Madness) (3 def, 13 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +11% Changes resistances: +18% lightning / +18% fire Changes resistances penetration: +15% lightning / +15% mind Changes damage: +3% lightning Physical save: +9 (+2 eff.) Curse of Madness A suit of armour made of mail. |
![]() cleansing dwarven-steel mail armour of acid resistance (Madness) (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +12% blight / +14% nature / +21% acid Curse of Madness A suit of armour made of mail. |
![]() dwarven-steel mail armour of cold resistance (Corpses) (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 resistances: +24% cold Curse of Corpses A suit of armour made of mail. |
![]() dwarven-steel mail armour of resilience (Nightmares) (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% Maximum life: +34.00 Curse of Nightmares A suit of armour made of mail. |
![]() dwarven-steel mail armour of temporal resistance (Corpses) (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +20% temporal Curse of Corpses A suit of armour made of mail. |
![]() spiked dwarven-steel mail armour of lightning resistance (Misfortune) (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +21% lightning Curse of Misfortune A suit of armour made of mail. |
![]() spiked dwarven-steel mail armour of stability (Shrouds) (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% Damage when hit (Melee): 10 physical Changes resistances: +7% physical Physical save: +18 (+5 eff.) Curse of Shrouds A suit of armour made of mail. |
![]() Corruptionjeer the stralite mail armour (Shrouds) (13 def, 12 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +12 Defense: +13 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 12 nature Changes stats: +2 Str / +5 Con Changes damage: +9% physical Critical mult.: +9.00% Life regen: +2.60 Maximum life: +87.00 Light radius: +3 Healing mod.: +26% Curse of Shrouds A suit of armour made of mail. |
![]() cleansing stralite mail armour (Corpses) (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +14% nature / +18% blight Curse of Corpses A suit of armour made of mail. |
![]() cleansing stralite mail armour (Nightmares) (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +14% nature / +15% blight Curse of Nightmares A suit of armour made of mail. |
![]() impenetrable stralite mail armour of cold resistance (Nightmares) (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 (+2 eff.) Fatigue: +16% Changes resistances: +23% cold Curse of Nightmares A suit of armour made of mail. |
![]() impenetrable stralite mail armour of fire resistance (Corpses) (4 def, 21 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +27% fire Curse of Corpses A suit of armour made of mail. |
![]() rejuvenating stralite mail armour (Madness) (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Life regen: +5.60 Stamina each turn: +1.90 Curse of Madness A suit of armour made of mail. |
![]() stralite mail armour 'Loridurain' (Corpses) (4 def, 28 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +28 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 12 mind Changes resistances: +27% lightning Changes resistances penetration: +10% mind Changes damage: +6% mind / +6% physical Life regen: +0.40 Equilibrium when hit: +0.08 Healing mod.: +15% Curse of Corpses A suit of armour made of mail. |
![]() stralite mail armour of implacability (Corpses) (4 def, 16 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +8% Physical save: +10 (+3 eff.) Curse of Corpses A suit of armour made of mail. |
![]() stralite mail armour of lightning resistance (Shrouds) (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 (+2 eff.) Fatigue: +16% Changes resistances: +24% lightning Curse of Shrouds A suit of armour made of mail. |
![]() Anuyon (Misfortune) (5 def, 19 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: +19 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * 20% chance to disease Changes stats: +2 Mag Changes resistances: +11% acid / +20% physical / +12% cold / +12% fire / +5% arcane / +13% lightning Physical save: +17 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +50.00 Spell crit. chance: +2% Damage Shield penetration: +40% Curse of Misfortune A suit of armour made of mail. |
![]() Dagidurak the voratun mail armour (Madness) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +2 Cun / +1 Wil Changes resistances: +9% arcane / +25% cold Critical mult.: +15.00% Spell save: +23 (+5 eff.) Life regen: +7.00 Stamina each turn: +2.40 Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Mental crit. chance: +2% Curse of Madness A suit of armour made of mail. |
![]() Emiganne (Misfortune) (5 def, 18 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: +18 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical Changes stats: +2 Dex / +2 Cun / +3 Con Changes resistances: +40% acid / +12% physical / +12% fire / +13% cold / +13% lightning Grants telepathy: Dragon Light radius: +3 Curse of Misfortune A suit of armour made of mail. |
![]() Mardyrand the Lavabane (Nightmares) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 4 arcane Changes stats: +8 Cun / +8 Wil Changes resistances: +26% temporal / +9% physical / +5% arcane / +6% fire Changes resistances penetration: +10% fire Changes damage: +9% arcane / +3% fire Physical save: +23 (+6 eff.) Mental save: +24 (+6 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Madness It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 22.01 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() cleansing voratun mail armour of fire resistance (Shrouds) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +19% blight / +24% fire / +12% nature Curse of Shrouds A suit of armour made of mail. |
![]() cleansing voratun mail armour of lightning resistance (Corpses) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +16% blight / +15% nature / +22% lightning Curse of Corpses A suit of armour made of mail. |
![]() impenetrable voratun mail armour (Nightmares) (5 def, 26 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+2 eff.) Fatigue: +16% Curse of Nightmares A suit of armour made of mail. |
![]() impenetrable voratun mail armour of acid resistance (Madness) (5 def, 26 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +20% acid Curse of Madness A suit of armour made of mail. |
![]() impenetrable voratun mail armour of clarity (Shrouds) (5 def, 28 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: +28 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +10% mind Mental save: +21 (+5 eff.) Curse of Shrouds A suit of armour made of mail. |
![]() impenetrable voratun mail armour of lightning resistance (Misfortune) (5 def, 22 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +22 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +25% lightning Curse of Misfortune A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of acid resistance (Corpses) (5 def, 10 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: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +16% acid Life regen: +6.50 Stamina each turn: +1.30 Curse of Corpses A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of cold resistance (Madness) (5 def, 10 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: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +24% cold Life regen: +7.60 Stamina each turn: +2.20 Curse of Madness A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of lightning resistance (Corpses) (5 def, 10 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: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +23% lightning Life regen: +2.90 Stamina each turn: +2.30 Curse of Corpses A suit of armour made of mail. |
![]() spiked voratun mail armour (Nightmares) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 19 physical Curse of Nightmares A suit of armour made of mail. |
![]() spiked voratun mail armour (Nightmares) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 18 physical Curse of Nightmares A suit of armour made of mail. |
![]() spiked voratun mail armour (Shrouds) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Curse of Shrouds A suit of armour made of mail. |
![]() spiked voratun mail armour of acid resistance (Shrouds) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 15 physical Changes resistances: +23% acid Curse of Shrouds A suit of armour made of mail. |
![]() spiked voratun mail armour of fire resistance (Shrouds) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 18 physical Changes resistances: +20% fire Curse of Shrouds A suit of armour made of mail. |
![]() spiked voratun mail armour of stability (Madness) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 17 physical Changes resistances: +8% physical Physical save: +16 (+4 eff.) Curse of Madness A suit of armour made of mail. |
![]() voratun mail armour of acid resistance (Corpses) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +25% acid Curse of Corpses A suit of armour made of mail. |
![]() voratun mail armour of lightning resistance (Shrouds) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +19% lightning Curse of Shrouds A suit of armour made of mail. |
![]() voratun mail armour of natural resilience (Nightmares) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +15% nature / +14% blight Reduced damage from: +11% Unnatural Curse of Nightmares A suit of armour made of mail. |
![]() voratun mail armour of stability (Misfortune) (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +7% physical Physical save: +22 (+6 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() Glareshear (Misfortune) (3 def, 13 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: +13 Defense: +3 (+1 eff.) Fatigue: +15% Effects on melee hit: * 31% chance to blind Changes stats: +4 Str / +4 Dex / +4 Cun / +2 Con Changes resistances penetration: +25% acid Grants telepathy: Humanoid/Orc Physical save: +6 (+2 eff.) Infravision radius: +2 See invisible: +18 Curse of Misfortune A suit of armour made of metal plates. |
![]() Issisus the Dawnorder (Madness) (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: +20% Damage when hit (Melee): 6 light Changes stats: +4 Str / +4 Dex / +2 Wil / +9 Con Changes resistances: +12% blight / +14% darkness Reduces incoming crit damage: 15.00% Psi when hit: +0.16 Maximum hate: +8.00 Light radius: +5 Infravision radius: +3 Curse of Madness A suit of armour made of metal plates. |
![]() cleansing iron plate armour (Misfortune) (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +11% nature / +11% blight Curse of Misfortune A suit of armour made of metal plates. |
![]() iron plate armour of stability (Corpses) (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% Changes resistances: +6% physical Physical save: +12 (+3 eff.) Curse of Corpses A suit of armour made of metal plates. |
![]() Kindleglean the steel plate armour (Corpses) (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 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 20 light Changes resistances: +12% mind / +19% fire Changes damage: +30% mind / +27% light Light radius: +2 Curse of Corpses A suit of armour made of metal plates. |
![]() impenetrable steel plate armour of lightning resistance (Corpses) (4 def, 16 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: +16 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +17% lightning Curse of Corpses A suit of armour made of metal plates. |
![]() rejuvenating dwarven-steel plate armour of lightning resistance (Madness) (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 (+2 eff.) Fatigue: +24% Changes resistances: +21% lightning Life regen: +3.70 Stamina each turn: +1.30 Curse of Madness A suit of armour made of metal plates. |
![]() spiked dwarven-steel plate armour of lightning resistance (Corpses) (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 14 physical Changes resistances: +21% lightning Curse of Corpses A suit of armour made of metal plates. |
![]() spiked dwarven-steel plate armour of spell shielding (Corpses) (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 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 12 physical Changes resistances: +6% arcane Spell save: +12 (+3 eff.) Curse of Corpses A suit of armour made of metal plates. |
![]() Fogrigor the stralite plate armour (Madness) (7 def, 30 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: +30 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +8 Mag / +3 Wil / +3 Con Changes resistances: +15% darkness Changes resistances penetration: +10% acid Changes damage: +15% darkness Grants telepathy: Dragon Demon/Major Demon/Minor Curse of Madness A suit of armour made of metal plates. |
![]() Fulubers the Dawnstinger (Corpses) (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +11 Str / +9 Con Changes resistances: +13% acid / +22% physical / +9% darkness / +13% fire / +12% cold / +22% lightning Changes damage: +6% light Talent cooldown: Rush (-5 turns) Physical save: +22 (+6 eff.) Disarm immunity: +29% Stun/Freeze immunity: +28% Knockback immunity: +31% Maximum life: +83.00 Light radius: +3 Curse of Corpses A suit of armour made of metal plates. |
![]() impenetrable stralite plate armour of clarity (Nightmares) (7 def, 18 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Defense: +7 (+3 eff.) Fatigue: +26% Changes resistances: +7% mind Mental save: +16 (+4 eff.) Curse of Nightmares A suit of armour made of metal plates. |
![]() prismatic stralite plate armour (Madness) (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes resistances: +15% light / +17% darkness Curse of Madness A suit of armour made of metal plates. |
![]() spiked stralite plate armour of resilience (Shrouds) (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 15 physical Maximum life: +43.00 Curse of Shrouds A suit of armour made of metal plates. |
![]() stralite plate armour (Madness) (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Curse of Madness A suit of armour made of metal plates. |
![]() Phoenixqueller (Shrouds) (9 def, 21 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +13% acid / +36% cold / +18% mind / +6% temporal Changes resistances penetration: +5% mind Changes damage: +3% fire / +6% temporal Allows you to breathe in: water Mental save: +19 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds A suit of armour made of metal plates. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+1 eff.) Light radius: -2 Infravision radius: +4 Curse of Nightmares It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 22 Armour, 32 Defense and your attacks will gain 53% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() voratun plate armour 'Cyriwen' (Misfortune) (9 def, 24 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: +24 Defense: +9 (+3 eff.) Fatigue: +9% Changes stats: +3 Mag / +3 Wil / +2 Cun / +4 Con Physical save: +15 (+4 eff.) Life regen: +9.20 Stamina each turn: +2.20 Maximum life: +100.00 Healing mod.: +23% Curse of Misfortune A suit of armour made of metal plates. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% acid / +6% light / +5% arcane / +9% lightning Reduced damage from: +19% Summoned Curse of Shrouds A belt that goes around your waist. |
![]() rough leather belt (Misfortune) 1.00 Encumbrance. Type: armor / belt ; tier 1 Curse of Misfortune A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes damage: +12% mind Critical mult.: +10.00% Physical save: +11 (+3 eff.) Mana each turn: +0.08 Vim when firing critical spell: +5.00 Hate when firing a critical mind attack: +2.00 Spell crit. chance: +4% Mindpower: +7 (+1 eff.) Curse of Misfortune A belt that goes around your waist. |
![]() Ivyradhenor the hardened leather belt (Corpses) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +13% acid / +2% physical / +11% blight Changes resistances penetration: +23% physical Changes damage: +30% physical Physical save: +12 (+3 eff.) Pinning immunity: +10% Curse of Corpses A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +3 Wil Changes resistances: +27% lightning Changes resistances penetration: +10% lightning Changes damage: +9% light Mental save: +8 (+2 eff.) Maximum life: +40.00 Light radius: +3 Curse of Madness A belt that goes around your waist. |
![]() Madokor the hardened leather belt (Corpses) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Damage when hit (Melee): 8 mind Changes stats: +5 Str / +5 Con Changes resistances: +5% arcane / +6% fire Physical save: +11 (+3 eff.) Spell save: +12 (+3 eff.) Blindness immunity: +20% Disease immunity: +20% Teleport immunity: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 Curse of Corpses A belt that goes around your waist. |
![]() Sootworm (Corpses) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 31% chance to inflict 15% damage reduction Changes resistances: +8% acid / +15% darkness / +8% lightning / +8% fire / +7% cold / +12% light Changes resistances penetration: +25% darkness / +15% light Changes damage: +6% light / +6% darkness Curse of Corpses A belt that goes around your waist. |
![]() grounding hardened leather belt (Shrouds) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% lightning / +8% temporal Curse of Shrouds A belt that goes around your waist. |
![]() hardened leather belt of resilience (Corpses) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +39.00 Curse of Corpses A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +15 (+3 eff.) Armour: +6 Changes stats: +11 Str / +3 Dex / +6 Wil / +6 Con Physical save: +45 (+11 eff.) Infravision radius: +2 Size category: +1 Curse of Misfortune A belt that goes around your waist. |
![]() Gorublek (Nightmares) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +22 Defense: +42 (+14 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Wil Changes resistances: +5% arcane Stealth bonus: +15 Physical save: +19 (+5 eff.) Mental save: +15 (+4 eff.) Maximum life: +92.00 Curse of Nightmares A belt that goes around your waist. |
![]() enveloping linen cloak (Madness) (8 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +7 (+2 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() kruk cloak (Nightmares) (2 def, 0 armour) 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Curse of Nightmares A stylish kruk-style cloak, to look awesome. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% acid / +3% fire / +9% nature / +3% physical Physical save: +9 (+2 eff.) Disease immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak of Iron Throne (Corpses) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak of Iron Throne (Madness) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to blind Changes resistances: +20% light / +18% lightning Changes resistances penetration: +10% light Changes damage: +6% lightning Physical save: +8 (+2 eff.) Mental save: +11 (+3 eff.) Only die when reaching: -50.00 life Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 fire Changes resistances: +12% light / +6% fire Changes damage: +15% fire Maximum life: +45.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Shadowrock (Nightmares) (2 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Effects on melee hit: * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes stats: +3 Cun Changes resistances: +18% darkness / +22% cold Mental save: +31 (+8 eff.) Maximum hate: +10.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of Eldoral (Shrouds) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Dex Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of Iron Throne (Corpses) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +3 Con Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of Iron Throne (Shrouds) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Con Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() enveloping cashmere cloak (Madness) (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +8 (+2 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() enveloping cashmere cloak of Eldoral (Madness) (13 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+5 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +8 (+2 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() enveloping cashmere cloak of Eldoral (Nightmares) (9 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +9 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() enveloping cashmere cloak of Iron Throne (Shrouds) (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +3 Str / +3 Con Physical save: +9 (+2 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient cashmere cloak (Misfortune) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Maximum life: +36.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient cashmere cloak (Shrouds) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Maximum life: +45.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient cashmere cloak of Eldoral (Madness) (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 Cun / +3 Dex Maximum life: +39.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick cashmere cloak (Madness) (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 resistances: +18% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick cashmere cloak of the Shaloren (Shrouds) (2 def, 8 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +18% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Demonviper (Corpses) (27 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +27 (+9 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind / 12 darkness Changes stats: +5 Cun / +6 Wil Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +6% darkness Physical save: +28 (+7 eff.) Mental crit. chance: +5% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / -30% arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +10% lightning / +10% darkness / -30% arcane / +10% fire / +10% nature / +10% cold Curse of Shrouds It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() elven-silk cloak 'Gykhad' (Misfortune) (6 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 crit. chance: +5.0% Physical power: +9 (+2 eff.) Defense: +6 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 20 physical Changes stats: +2 Cun Changes resistances: +17% nature / +20% blight Changes resistances penetration: +13% arcane / +10% mind Changes damage: +15% arcane Critical mult.: +30.00% Life regen: +2.50 Only die when reaching: -40.00 life Maximum mana: +65.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +5% Healing mod.: +27% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Con Physical save: +22 (+6 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +64.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% lightning Changes resistances penetration: +10% lightning / +10% fire Changes damage: +3% lightning Curse of Nightmares A pair of boots made of leather. |
![]() grounding pair of rough leather boots (Madness) (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +7% temporal Curse of Madness A pair of boots made of leather. |
![]() pair of rough leather boots of uncanny dodging (Shrouds) (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Curse of Shrouds A pair of boots made of leather. |
![]() stealthy pair of rough leather boots of uncanny dodging (Corpses) (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +1% Changes stats: +7 Lck / +4 Dex Stealth bonus: +6 Curse of Corpses A pair of boots made of leather. |
![]() Flashtreason (Nightmares) (6 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 12 lightning Changes stats: +5 Con Changes resistances: +18% lightning Changes resistances penetration: +25% physical Physical save: +31 (+8 eff.) Life regen: +3.90 Maximum life: +40.00 Healing mod.: +22% Curse of Nightmares A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 arcane Changes stats: +4 Dex / +9 Wil / +3 Cun Changes damage: +9% light Spell crit. chance: +6% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 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 108% 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. |
![]() grounding pair of hardened leather boots (Shrouds) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% lightning / +9% temporal Curse of Shrouds A pair of boots made of leather. |
![]() grounding pair of hardened leather boots of uncanny dodging (Shrouds) (7 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+3 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes resistances: +9% lightning / +10% temporal Curse of Shrouds A pair of boots made of leather. |
![]() insulating pair of hardened leather boots of uncanny dodging (Shrouds) (7 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+3 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes resistances: +11% cold / +7% fire Curse of Shrouds A pair of boots made of leather. |
![]() miner's pair of hardened leather boots (Misfortune) (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Infravision radius: +2 Curse of Misfortune A pair of boots made of leather. |
![]() pair of hardened leather boots 'Barkshaper' (Corpses) (5 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Lck / +5 Dex Changes resistances penetration: +20% arcane Changes damage: +9% nature Stealth bonus: +8 Life regen: +2.30 Healing mod.: +15% Curse of Corpses A pair of boots made of leather. |
![]() pair of hardened leather boots (Madness) (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Curse of Madness A pair of boots made of leather. |
![]() pair of hardened leather boots (Misfortune) (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Curse of Misfortune A pair of boots made of leather. |
![]() pair of hardened leather boots of uncanny dodging (Nightmares) (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Curse of Nightmares A pair of boots made of leather. |
![]() pair of hardened leather boots of uncanny dodging (Nightmares) (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Curse of Nightmares A pair of boots made of leather. |
![]() traveler's pair of hardened leather boots of tirelessness (Nightmares) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +34 Physical save: +9 (+2 eff.) Stamina each turn: +0.90 Maximum stamina: +22.00 Curse of Nightmares A pair of boots made of leather. |
![]() traveler's pair of hardened leather boots of uncanny dodging (Misfortune) (3 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: -4% Maximum encumbrance: +29 Physical save: +10 (+3 eff.) Curse of Misfortune A pair of boots made of leather. |
![]() traveler's pair of hardened leather boots of uncanny dodging (Shrouds) (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -3% Maximum encumbrance: +30 Physical save: +9 (+2 eff.) Curse of Shrouds A pair of boots made of leather. |
![]() Pyreoracle (Misfortune) (0 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 20% chance to disease Changes stats: +6 Wil / +6 Con Changes resistances penetration: +9% physical Changes damage: +6% blight / +12% fire / +9% lightning Maximum encumbrance: +50 Physical save: +12 (+3 eff.) Life regen: +3.50 Mindpower: +9 (+1 eff.) Healing mod.: +21% Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Ivyldarethra the pair of iron boots (Madness) (0 def, 9 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Damage when hit (Melee): 16 acid Changes stats: +2 Str / +2 Mag Changes resistances: +9% lightning / +6% mind / +9% light Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Cut immunity: +15% Confusion immunity: +20% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() grounding pair of iron boots (Misfortune) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% lightning / +7% temporal Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +7 Mag / +2 Cun / +6 Con Physical save: +12 (+3 eff.) Mental save: +11 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Spellpower: +6 (+1 eff.) Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of iron boots (Misfortune) (0 def, 3 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Areromibar the pair of dwarven-steel boots (Shrouds) (0 def, 10 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: -5% Changes stats: +7 Mag / +5 Wil Changes resistances: +12% darkness Maximum encumbrance: +38 Physical save: +17 (+4 eff.) Light radius: +3 See invisible: +21 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Ragochak (Madness) (9 def, 10 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+3 eff.) Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -9% Changes stats: +3 Str / +3 Wil Changes resistances penetration: +25% physical Mental save: +9 (+2 eff.) Equilibrium when hit: +0.16 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() insulating pair of dwarven-steel boots (Shrouds) (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: +10% cold / +7% fire Curse of Shrouds 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 (Nightmares) (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: +9% cold / +7% fire Stamina each turn: +0.60 Maximum stamina: +27.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() insulating pair of dwarven-steel boots of uncanny dodging (Madness) (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: +4 Defense: +7 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes resistances: +11% cold / +9% fire Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() insulating pair of dwarven-steel boots of uncanny dodging (Madness) (5 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 Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes resistances: +7% cold / +7% fire Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() miner's pair of dwarven-steel boots of uncanny dodging (Nightmares) (5 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 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Infravision radius: +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() miner's pair of dwarven-steel boots of uncanny dodging (Shrouds) (5 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 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Infravision radius: +2 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +4 Dex Changes resistances: +9% acid Mental save: +30 (+8 eff.) Blindness immunity: +10% Silence immunity: +10% Confusion immunity: +20% Infravision radius: +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of dwarven-steel boots (Shrouds) (0 def, 4 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of dwarven-steel boots of tirelessness (Misfortune) (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% Stamina each turn: +0.60 Maximum stamina: +22.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of dwarven-steel boots of tirelessness (Shrouds) (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% Stamina each turn: +0.90 Maximum stamina: +21.00 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Boots of the Hunter (Madness) (2 def, 12 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Madness It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Elata (Madness) (23 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +7 Defense: +23 (+8 eff.) Fatigue: -5% Changes stats: +3 Con Changes resistances: +11% cold / +12% fire Critical mult.: +16.00% Stamina each turn: +0.80 Only die when reaching: -40.00 life Maximum life: +52.00 Maximum stamina: +5.00 Movement speed: +10% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 20 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. |
![]() Polodhena the Blackwilter (Shrouds) (0 def, 14 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +3 Wil / +5 Con Changes resistances: +15% blight Changes resistances penetration: +10% physical Changes damage: +9% darkness / +12% blight Mindpower: +9 (+1 eff.) Infravision radius: +2 Movement speed: +20% Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 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. |
![]() Unlightmight the pair of voratun boots (Corpses) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +1 Mag / +6 Wil / +4 Con Changes resistances penetration: +7% physical Changes damage: +6% blight Mana each turn: +0.20 Mana when firing critical spell: +4.00 Spellpower: +5 (+1 eff.) Mindpower: +8 (+1 eff.) Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 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. |
![]() grounding pair of voratun boots of uncanny dodging (Shrouds) (8 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 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +4% Changes resistances: +12% lightning / +10% temporal Curse of Shrouds 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 voratun boots (Madness) (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 resistances: +8% cold / +11% fire Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() insulating pair of voratun boots of tirelessness (Madness) (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 resistances: +9% cold / +11% fire Stamina each turn: +1.30 Maximum stamina: +38.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() insulating pair of voratun boots of tirelessness (Madness) (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 resistances: +11% cold / +13% fire Stamina each turn: +0.70 Maximum stamina: +31.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() miner's pair of voratun boots of uncanny dodging (Nightmares) (7 def, 15 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +7 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Infravision radius: +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of voratun boots of uncanny dodging (Misfortune) (4 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 Defense: +4 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +4% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of voratun boots of uncanny dodging (Shrouds) (10 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 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -5% Maximum encumbrance: +41 Physical save: +9 (+2 eff.) Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() sand rough leather gloves of dexterity (+3) (Misfortune) (0 def, 7 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Dex Changes damage: +4% physical Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Hathudur the Dimbreeze (Corpses) (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 31% chance to inflict 15% damage reduction Changes resistances: +12% mind / +18% darkness Changes damage: +9% darkness Life regen: +2.50 Stamina each turn: +1.30 Maximum stamina: +28.00 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() blighted hardened leather gloves of strength (+4) (Nightmares) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Damage (Melee): 8 blight Changes stats: +4 Str Changes resistances: +7% blight Changes damage: +6% blight Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() cinder hardened leather gloves of dexterity (+4) (Corpses) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +2 Damage (Melee): 6 fire Changes stats: +4 Dex Changes resistances: +7% fire Changes damage: +6% fire Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of dexterity (+5) (Shrouds) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+6 eff.) Armour: +2 Changes stats: +5 Dex Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() restful hardened leather gloves of dexterity (+4) (Nightmares) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +2 Changes stats: +4 Dex Life regen: +2.30 Stamina each turn: +1.20 Maximum stamina: +28.00 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm hardened leather gloves (Misfortune) (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 lightning Changes resistances: +7% lightning Changes damage: +6% lightning Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Ebonybreaker the drakeskin leather gloves (Misfortune) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +14 Physical power: +20 (+4 eff.) Armour: +3 Changes stats: +7 Str / +7 Dex / +4 Wil / +7 Cun / +4 Con Changes resistances: +6% temporal / +6% nature / +12% darkness Changes damage: +6% darkness Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() cinder drakeskin leather gloves (Madness) (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 6 fire Changes resistances: +8% fire Changes damage: +7% fire Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves 'Kindlesting' (Nightmares) (0 def, 9 armour) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 14 acid Damage when hit (Melee): 4 blight Changes stats: +5 Con / +2 Mag Changes resistances: +9% acid Changes damage: +8% acid / +3% blight Physical save: +27 (+7 eff.) Spell save: +29 (+7 eff.) Mental save: +20 (+5 eff.) Disarm immunity: +50% Maximum life: +80.00 Maximum vim: +30.00 Light radius: +1 Damage Shield penetration: +30% Activating this item is instant. Curse of Nightmares It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves of dexterity (+5) (Corpses) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +3 Changes stats: +5 Dex Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves of dexterity (+4) (Madness) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+6 eff.) Armour: +3 Changes stats: +4 Dex Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves of strength (+4) (Madness) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +3 Changes stats: +4 Str Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic drakeskin leather gloves (Shrouds) (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Mental save: +15 (+4 eff.) Maximum life: +68.00 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() restful drakeskin leather gloves (Nightmares) (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +3.20 Stamina each turn: +1.80 Maximum stamina: +40.00 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() sand drakeskin leather gloves of dexterity (+4) (Corpses) (0 def, 9 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+6 eff.) Armour: +9 Damage (Melee): 8 physical Changes stats: +4 Dex Changes damage: +4% physical Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() sand drakeskin leather gloves of strength (+5) (Madness) (0 def, 11 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +11 Damage (Melee): 12 physical Changes stats: +5 Str Changes damage: +6% physical Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() sand drakeskin leather gloves of strength (+4) (Shrouds) (0 def, 11 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +11 Damage (Melee): 11 physical Changes stats: +4 Str Changes damage: +8% physical Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() sand drakeskin leather gloves of strength (+4) (Shrouds) (0 def, 11 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +11 Damage (Melee): 15 physical Changes stats: +4 Str Changes damage: +6% physical Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() steady drakeskin leather gloves of dexterity (+4) (Misfortune) (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+8 eff.) Armour: +3 Changes stats: +4 Dex Physical save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +49% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() steady drakeskin leather gloves of strength (+4) (Madness) (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +13 (+2 eff.) Armour: +3 Changes stats: +4 Str Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +39% Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm drakeskin leather gloves of dexterity (+5) (Misfortune) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +3 Damage (Melee): 8 lightning Changes stats: +5 Dex Changes resistances: +8% lightning Changes damage: +11% lightning Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm drakeskin leather gloves of strength (+5) (Shrouds) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +3 Damage (Melee): 12 lightning Changes stats: +5 Str Changes resistances: +8% lightning Changes damage: +6% lightning Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm drakeskin leather gloves of strength (+4) (Shrouds) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +3 Damage (Melee): 14 lightning Changes stats: +4 Str Changes resistances: +9% lightning Changes damage: +7% lightning Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Changes stats: +4 Str / +2 Wil / +1 Cun Changes resistances penetration: +5% arcane Changes damage: +9% arcane Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() iron gauntlets 'Infernodream' (Madness) (9 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 7 lightning Changes resistances: +6% lightning Changes damage: +5% lightning Stamina each turn: +1.00 Healing mod.: +10% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() sand iron gauntlets (Corpses) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 7 physical Changes damage: +4% physical Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() sand iron gauntlets of dexterity (+3) (Shrouds) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Dex Changes damage: +4% physical Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +9 Armour: +6 Changes stats: +2 Con Changes resistances: +2% physical Physical save: +12 (+3 eff.) Mental save: +6 (+2 eff.) Life regen: +0.40 Maximum life: +50.00 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Stone Gauntlets of Harkor'Zun (Misfortune) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Curse of Misfortune Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() dwarven-steel gauntlets 'Muckpride' (Shrouds) (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 Changes resistances penetration: +10% mind Changes damage: +31% nature Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() dwarven-steel gauntlets (Shrouds) (0 def, 2 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() dwarven-steel gauntlets of magic (+4) (Nightmares) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes damage: +4% arcane Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() dwarven-steel gauntlets of strength (+4) (Nightmares) (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: +11 (+2 eff.) Armour: +2 Changes stats: +4 Str Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful dwarven-steel gauntlets of dexterity (+4) (Corpses) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +2 Changes stats: +4 Dex Life regen: +2.80 Stamina each turn: +1.20 Maximum stamina: +27.00 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cinder voratun gauntlets of dexterity (+4) (Corpses) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +3 Damage (Melee): 15 fire Changes stats: +4 Dex Changes resistances: +8% fire Changes damage: +8% fire Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cinder voratun gauntlets of dexterity (+3) (Misfortune) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +3 Damage (Melee): 9 fire Changes stats: +3 Dex Changes resistances: +10% fire Changes damage: +5% fire Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() corrosive voratun gauntlets of dexterity (+4) (Madness) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 (+8 eff.) Armour: +3 Damage (Melee): 11 acid Changes stats: +4 Dex Changes resistances: +9% acid Changes damage: +11% acid Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() naturalist's voratun gauntlets of dexterity (+4) (Corpses) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +3 Damage (Melee): 8 nature Changes stats: +4 Dex Changes resistances: +8% nature Changes damage: +7% nature Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful voratun gauntlets (Nightmares) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +2.70 Stamina each turn: +2.00 Maximum stamina: +20.00 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() steady voratun gauntlets of dexterity (+6) (Misfortune) (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: +24 (+8 eff.) Armour: +3 Changes stats: +6 Dex Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +28% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets 'Brodegrim' (Nightmares) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 12 mind / 14 light Changes stats: +1 Mag Changes resistances: +12% light / +9% mind Changes resistances penetration: +10% mind Changes damage: +8% light / +9% mind Physical save: +9 (+2 eff.) Mental save: +13 (+3 eff.) Disarm immunity: +49% Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +10.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of dexterity (+6) (Madness) (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: +18 (+6 eff.) Armour: +3 Changes stats: +6 Dex Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of strength (+4) (Shrouds) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +3 Changes stats: +4 Str Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cleansing linen wizard hat of fire (+7%) (Corpses) (1 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +7% blight / +16% fire / +7% nature Changes damage: +11% fire Curse of Corpses A pointy cloth hat, very wizardly... |
![]() insulating linen wizard hat of nature (+7%) (Misfortune) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +7% fire / +18% nature / +7% cold Changes damage: +12% nature Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() linen wizard hat of fire (+16%) (Madness) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% fire Changes damage: +11% fire Curse of Madness A pointy cloth hat, very wizardly... |
![]() Todan the cashmere wizard hat (Shrouds) (2 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 physical Changes stats: +3 Str Changes resistances: +24% darkness Changes damage: +16% darkness / +6% acid Critical mult.: +3.00% Life regen: +4.20 Mana each turn: +1.90 Mana when hit: +2.10 Maximum mana: +79.00 Spellpower: +8 (+1 eff.) Damage Shield Power: +10% Curse of Shrouds It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 6 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat (Misfortune) (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat of balance (Corpses) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Equilibrium when hit: +1.60 Psi when hit: +1.70 Hate when hit: +1.20 Curse of Corpses A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat of fire (+19%) (Shrouds) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% fire Changes damage: +13% fire Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() clarifying cashmere wizard hat (Nightmares) (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: +7 Cun Mental save: +7 (+2 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() grounding cashmere wizard hat (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% lightning / +7% temporal Curse of Madness A pointy cloth hat, very wizardly... |
![]() insulating cashmere wizard hat of corrosion (+22%) (Misfortune) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +22% acid / +7% fire / +9% cold Changes damage: +15% acid Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() insulating cashmere wizard hat of fire (+30%) (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% cold / +30% fire Changes damage: +14% fire Curse of Madness A pointy cloth hat, very wizardly... |
![]() insulating cashmere wizard hat of lightning (+19%) (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% lightning / +10% cold / +8% fire Changes damage: +13% lightning Curse of Madness A pointy cloth hat, very wizardly... |
![]() mindwoven cashmere wizard hat (Nightmares) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Psi each turn: +0.21 Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() mindwoven cashmere wizard hat of balance (Madness) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Psi each turn: +0.19 Equilibrium when hit: +1.50 Psi when hit: +1.50 Hate when hit: +1.50 Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Curse of Madness A pointy cloth hat, very wizardly... |
![]() shielding cashmere wizard hat (Misfortune) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag Spell save: +8 (+2 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() Mayedhenn the elven-silk wizard hat (Madness) (3 def, 5 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +7 Wil / +13 Cun / +5 Con Changes resistances penetration: +25% temporal Changes damage: +3% blight Spell save: +10 (+2 eff.) Mental save: +13 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +5 (+0 eff.) Curse of Madness It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 14.51 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() clarifying elven-silk wizard hat (Nightmares) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Mental save: +12 (+3 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() elven-silk wizard hat 'Isamira' (Madness) (12 def, 2 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Defense: +12 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +17 Mag / +7 Wil / +6 Cun Changes resistances: +6% nature Spell save: +34 (+8 eff.) Mental save: +10 (+3 eff.) Blindness immunity: +15% Only die when reaching: -20.00 life Mindpower: +5 (+0 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
![]() elven-silk wizard hat of frost (+24%) (Corpses) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +24% cold Changes damage: +16% cold Curse of Corpses A pointy cloth hat, very wizardly... |
![]() grounding elven-silk wizard hat of balance (Corpses) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +12% lightning / +10% temporal Equilibrium when hit: +1.80 Psi when hit: +2.30 Hate when hit: +2.00 Curse of Corpses A pointy cloth hat, very wizardly... |
![]() Bokehir (Corpses) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 mind Changes stats: +5 Wil Changes resistances: +18% acid Changes damage: +12% acid Grants telepathy: Demon/Minor Demon/Major Mental save: +31 (+8 eff.) Maximum hate: +10.00 Maximum psi: +30.00 Mindpower: +14 (+2 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
![]() Noonrend (Misfortune) (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% acid / +16% lightning / +15% blight / +16% cold / +5% arcane / +7% fire Changes resistances penetration: +15% light Changes damage: +6% light Spell save: +31 (+7 eff.) Curse of Misfortune A cap made of leather. |
![]() Xavea (Corpses) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning / +12% darkness / +9% blight / +24% fire / +12% mind / +6% cold Changes damage: +12% fire Spell save: +18 (+4 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
![]() grounding rough leather cap of the depths (Misfortune) (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% lightning / +7% temporal / +8% cold Allows you to breathe in: water Curse of Misfortune A cap made of leather. |
![]() insulating rough leather cap of dexterity (+3) (Shrouds) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +7% cold / +7% fire Curse of Shrouds A cap made of leather. |
![]() rough leather cap (Nightmares) (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Curse of Nightmares A cap made of leather. |
![]() stabilizing rough leather cap (Corpses) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +13 (+3 eff.) Curse of Corpses A cap made of leather. |
![]() Ce'Nymira the Chargesun (Shrouds) (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: * Slows global speed by 31% * 31% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +12% lightning / +16% mind / +9% nature Changes resistances penetration: +25% lightning Changes damage: +16% mind Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 35% chance to inflict 15% damage reduction * 34% chance to disease Changes stats: +9 Str / +4 Dex / +5 Wil Changes resistances: +9% acid / +8% blight / +7% fire / +7% cold / +8% lightning Physical save: +3 (+1 eff.) Mental save: +8 (+2 eff.) Curse of Corpses A cap made of leather. |
![]() Radiancespawn (Corpses) (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 fire Changes resistances: +20% light / +39% fire Changes damage: +6% light / +28% fire Light radius: +2 Curse of Corpses A pointy cloth hat, very wizardly... |
![]() Un'fezan's Cap (Corpses) (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Curse of Corpses It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Wil Changes resistances: +12% nature / +9% temporal Spell save: +48 (+12 eff.) Mindpower: +4 (+0 eff.) Curse of Misfortune A cap made of leather. |
![]() hardened leather cap (Nightmares) (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Curse of Nightmares A cap made of leather. |
![]() hardened leather cap of absorption (Shrouds) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina when hit: +0.80 Equilibrium when hit: +1.50 Curse of Shrouds A cap made of leather. |
![]() hardened leather cap of constitution (+5) (Madness) (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: +5 Con Curse of Madness A cap made of leather. |
![]() hardened leather cap of constitution (+5) (Shrouds) (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: +5 Con Curse of Shrouds A cap made of leather. |
![]() hardened leather cap of dexterity (+7) (Shrouds) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex Curse of Shrouds A cap made of leather. |
![]() hardened leather cap of the depths (Madness) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% cold Allows you to breathe in: water Curse of Madness A cap made of leather. |
![]() insulating hardened leather cap (Shrouds) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% cold / +9% fire Curse of Shrouds A cap made of leather. |
![]() miner's hardened leather cap of strength (+5) (Madness) (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: +5 Str Infravision radius: +3 Curse of Madness A cap made of leather. |
![]() prismatic hardened leather cap (Misfortune) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% light / +14% darkness Curse of Misfortune A cap made of leather. |
![]() prismatic hardened leather cap of constitution (+7) (Madness) (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 stats: +7 Con Changes resistances: +14% light / +14% darkness Curse of Madness A cap made of leather. |
![]() thaloren hardened leather cap (Misfortune) (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: +3 Wil Changes resistances: +10% blight Mental save: +10 (+3 eff.) Curse of Misfortune A cap made of leather. |
![]() werebeast's hardened leather cap (Madness) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: -27% light Life regen: +3.50 Curse of Madness A cap made of leather. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+1 eff.) Mindpower: +12 (+2 eff.) Curse of Madness It can be used to assault the mind of a foe to utterly dominate it, costing 100 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
![]() Armotir (Madness) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +14 Str / +6 Wil / +1 Cun Changes resistances: +3% blight / +7% physical / +15% temporal Physical save: +12 (+3 eff.) Mindpower: +10 (+1 eff.) Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 176.4 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 lightning Changes stats: +5 Cun / +4 Wil Changes resistances: +26% acid / +9% blight / +28% fire / +33% lightning / +23% cold Changes damage: +6% lightning Mindpower: +5 (+0 eff.) Curse of Nightmares A cap made of leather. |
![]() Swampransom the drakeskin leather cap (Nightmares) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Dex / +2 Cun / +6 Con Changes resistances: +12% acid / +25% darkness / +14% fire / +11% lightning / +12% cold Critical mult.: +5.00% Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Spellpower: +4 (+0 eff.) Mental crit. chance: +2% Infravision radius: +8 Curse of Nightmares A cap made of leather. |
![]() Zubitira the drakeskin leather cap (Misfortune) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: -7% Changes stats: +16 Str / +2 Dex / +2 Mag / +8 Wil Physical save: +23 (+6 eff.) Mental save: +14 (+4 eff.) Light radius: +1 Infravision radius: +2 Curse of Misfortune A cap made of leather. |
![]() drakeskin leather cap 'Lisata' (Misfortune) (6 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +12 Str / +10 Dex Changes resistances: +15% acid / +13% fire / +12% cold / +10% lightning Changes resistances penetration: +15% physical Changes damage: +3% blight Maximum stamina: +10.00 Curse of Misfortune A cap made of leather. |
![]() Galeromikan (Madness) (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: * Slows global speed by 31% Changes stats: +3 Cun Changes resistances: +7% lightning / +7% temporal / +5% arcane Grants telepathy: Demon/Minor Demon/Major Spell save: +49 (+12 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +3 Dex / +5 Wil / +2 Cun Changes resistances penetration: +5% mind Changes damage: +3% light Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm 'Blackidol' (Misfortune) (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% Damage when hit (Melee): 20 darkness Changes stats: +3 Dex Grants telepathy: Humanoid/Orc Equilibrium when hit: +0.12 Psi when hit: +0.20 Maximum psi: +50.00 Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cleansing dwarven-steel helm of absorption (Shrouds) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% nature / +11% blight Stamina when hit: +1.20 Equilibrium when hit: +1.30 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cleansing dwarven-steel helm of constitution (+3) (Nightmares) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Con Changes resistances: +8% nature / +8% blight Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm of constitution (+5) (Misfortune) (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: +5 Con Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() grounding dwarven-steel helm (Nightmares) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% lightning / +9% temporal Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() grounding dwarven-steel helm of dexterity (+4) (Shrouds) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +9% lightning / +9% temporal Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's dwarven-steel helm (Misfortune) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Infravision radius: +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's dwarven-steel helm of the depths (Madness) (0 def, 5 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: +5 Fatigue: +4% Changes resistances: +10% cold Allows you to breathe in: water Infravision radius: +2 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() stabilizing dwarven-steel helm (Corpses) (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% Physical save: +15 (+4 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() stabilizing dwarven-steel helm of absorption (Nightmares) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Physical save: +15 (+4 eff.) Stamina when hit: +1.30 Equilibrium when hit: +1.30 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() The Black Crown (Shrouds) (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 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. Curse of Shrouds "For the demon who has everything." |
![]() Nightsquall (Shrouds) (0 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +5 Str / +8 Dex Changes resistances: +5% arcane / +2% physical Changes resistances penetration: +15% darkness Physical save: +17 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +15% Silence immunity: +10% Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 176.4 Physical damage. If the attack hits, the target is confused (43% 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. |
![]() miner's voratun helm of dexterity (+6) (Shrouds) (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +6 Dex Infravision radius: +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() voratun helm 'Bethiritira' (Misfortune) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +4 Dex / +5 Cun Changes resistances: +3% lightning / +3% darkness / +18% light / +6% nature Changes resistances penetration: +5% acid Physical save: +25 (+6 eff.) Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 176.4 Physical damage. If the attack hits, the target is confused (43% 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. |
![]() voratun helm of the depths (Shrouds) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +25% cold Allows you to breathe in: water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2 aquamarine 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. |
![]() 3 opal 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. |
![]() 3 amethyst 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. |
![]() 2 onyx 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. |
![]() 2 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2 emerald 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. |
![]() 3 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() jade 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. |
![]() 2 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() brass lantern 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. |
![]() Starkiss Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +18% acid / +9% temporal / +12% darkness / +15% lightning / +6% light / +3% all Changes resistances penetration: +20% light Spell save: +10 (+2 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Umbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+1 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 137.87 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes stats: +5 Dex Critical mult.: +12.00% Stamina each turn: +0.80 Maximum life: +41.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() survivor's alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +9 (+2 eff.) Light radius: +3 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Singe's kiss Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Damage when hit (Melee): 8 acid Changes resistances: +5% arcane Changes resistances penetration: +14% all Changes damage: +15% fire Mental save: +23 (+6 eff.) Confusion immunity: +25% Mindpower: +10 (+1 eff.) Mental crit. chance: +12% Light radius: +5 See stealth: +16 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (183 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Fatigue: -6% Damage when hit (Melee): 4 acid Changes stats: +8 Str / -11 Cun / +11 Con Changes resistances: +6% darkness Changes damage: +15% mind Damage affinity(heal): +15% darkness Maximum hate: +8.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() miner's dwarven-steel pickaxe (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() miner's dwarven-steel pickaxe (dig speed 25 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Boglace the voratun pickaxe (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Fatigue: -18% Changes stats: +11 Str / +5 Cun Changes resistances: +3% acid / +3% nature / +9% lightning Changes damage: +15% nature / +12% fire Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Poruramira (dig speed 24 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -19% Changes stats: +12 Str Changes resistances: +18% nature / +6% cold Changes damage: +10% nature Spell save: +31 (+7 eff.) Mental save: +3 (+1 eff.) Maximum psi: +10.00 Mindpower: +4 (+0 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() voratun pickaxe 'Hettelehir' (dig speed 7 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +3 Defense: +7 (+3 eff.) Changes stats: +3 Str Changes resistances: +9% physical / +6% nature / +6% temporal Physical save: +31 (+8 eff.) Poison immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +15% Lowers spell cool-downs by: 20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() voratun pickaxe 'Lisyma' (dig speed 17 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Str / +5 Mag / +4 Cun / +1 Con Changes resistances: +3% blight / +3% mind / +12% light Maximum mana: +58.00 Spell crit. chance: +9% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 233/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 139.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() steel torque of psychoportation [power 28] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 32), putting all charms on cooldown for 35 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Adyth the dwarven-steel torque of thermal psionic shield [power 93] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +3 physical / +3 mind / +4 darkness Changes resistances penetration: +25% acid Changes damage: +21% acid Talent granted: +1 Ward Mental save: +36 (+9 eff.) Psi when hit: +0.16 Maximum psi: +50.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil / -3 Con Changes resistances: +9% fire Maximum wards: +2 physical / +2 mind / +3 darkness Changes damage: +3% fire Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 63 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
![]() dwarven-steel torque of thermal psionic shield 'Pitchkiller' [power 93] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 31% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Changes resistances: +12% nature / +4% physical Maximum wards: +2 physical / +4 mind / +4 darkness Changes resistances penetration: +10% acid Talent granted: +1 Ward Disease immunity: +20% Disarm immunity: +15% Confusion immunity: +20% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 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 27 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 65 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances penetration: +10% mind Changes damage: +12% blight Grants telepathy: Dragon Humanoid/Orc Talent granted: +5 Telekinetic Blast Hate when firing a critical mind attack: +4.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +50 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 109 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Changes damage: +3% lightning / +9% blight Talent cooldown: Lay Web (-1 turn) Talent granted: +1 Lay Web It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 equilibrium. 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +2% physical / +6% cold / +6% fire / +9% temporal Silence immunity: +10% Knockback immunity: +10% Only die when reaching: -80.00 life It can be used to remove up to 3 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() forceful yew totem of thorny skin [power 41] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil 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 (+1 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 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Cuthoyon the Umbrawaker [power 88] (20 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +15% darkness Changes damage: +12% arcane / +3% darkness Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +4 Rushing Claws +5 Lay Web It can be used to harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 102 and armour hardiness by 70%, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
![]() arcane elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 49 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() arcane ash wand of clairvoyance [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 50 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 29 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() defiled yew wand of clairvoyance [power 11] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum vim: +11.00 It can be used to reveal the area around you, dispelling darkness (radius 11, power 51 based on Magic), and detect the presence of nearby creatures for 3 turns, 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. |
![]() Mayyratira the elven-wood wand of clairvoyance [power 14] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +15% fire Reduces incoming crit damage: 15.00% Blindness immunity: +20% Disarm immunity: +20% Confusion immunity: +20% Knockback immunity: +25% It can be used to reveal the area around you, dispelling darkness (radius 14, power 54 based on Magic), and detect the presence of nearby creatures for 3 turns, 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. |
![]() bright elven-wood wand of conjuration [power 361] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element with (base) damage 180 to 361, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 7 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() defiled elven-wood wand of conjuration [power 379] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum vim: +16.00 It can be used to fire a bolt of a random element with (base) damage 190 to 379, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Velessra [power 106] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +2 Cun / +2 Wil Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano Mental save: +42 (+11 eff.) It can be used to disarm traps (106 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Forbidden Tome: "The Day It Came" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Lets Sing The Doom Song the Cornac Doomed level 32
33rd Dusk 123rd year of Ascendancy at 19:12 see stats
By Lets Sing The Doom Song the Cornac Doomed level 49
44th Pyre 124th year of Ascendancy at 18:19 see stats
By Lets Sing The Doom Song the Cornac Doomed level 30
41st Pyre 123rd year of Ascendancy at 14:11 see stats
By Lets Sing The Doom Song the Cornac Doomed level 19
18th Haze 122nd year of Ascendancy at 05:45 see stats
By Lets Sing The Doom Song the Cornac Doomed level 40
13rd Haze 123rd year of Ascendancy at 23:17 see stats
By Lets Sing The Doom Song the Cornac Doomed level 36
4th Haze 123rd year of Ascendancy at 23:06 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
32nd Haze 124th year of Ascendancy at 07:00 see stats
By Lets Sing The Doom Song the Cornac Doomed level 45
24th Pyre 124th year of Ascendancy at 02:22 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
7th Mirth 124th year of Ascendancy at 09:11 see stats
By Lets Sing The Doom Song the Cornac Doomed level 35
77th Dusk 123rd year of Ascendancy at 14:38 see stats
By Lets Sing The Doom Song the Cornac Doomed level 10
2nd Flare 122nd year of Ascendancy at 03:33 see stats
By Lets Sing The Doom Song the Cornac Doomed level 34
71st Dusk 123rd year of Ascendancy at 00:09 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
45th Haze 124th year of Ascendancy at 06:51 see stats
By Lets Sing The Doom Song the Cornac Doomed level 46
34th Pyre 124th year of Ascendancy at 03:49 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
8th Dusk 124th year of Ascendancy at 17:23 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
10th Dusk 124th year of Ascendancy at 00:17 see stats
By Lets Sing The Doom Song the Cornac Doomed level 19
18th Haze 122nd year of Ascendancy at 05:44 see stats
By Lets Sing The Doom Song the Cornac Doomed level 31
10th Dusk 123rd year of Ascendancy at 10:46 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
6th Dusk 124th year of Ascendancy at 17:50 see stats
By Lets Sing The Doom Song the Cornac Doomed level 24
58th Regrowth 123rd year of Ascendancy at 02:24 see stats
By Lets Sing The Doom Song the Cornac Doomed level 38
6th Haze 123rd year of Ascendancy at 03:57 see stats
By Lets Sing The Doom Song the Cornac Doomed level 31
46th Pyre 123rd year of Ascendancy at 01:14 see stats
By Lets Sing The Doom Song the Cornac Doomed level 10
2nd Flare 122nd year of Ascendancy at 03:32 see stats
By Lets Sing The Doom Song the Cornac Doomed level 20
49th Haze 122nd year of Ascendancy at 20:08 see stats
By Lets Sing The Doom Song the Cornac Doomed level 30
40th Pyre 123rd year of Ascendancy at 01:45 see stats
By Lets Sing The Doom Song the Cornac Doomed level 40
13rd Haze 123rd year of Ascendancy at 15:39 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
56th Pyre 124th year of Ascendancy at 21:09 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
44th Haze 124th year of Ascendancy at 00:20 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
75th Pyre 124th year of Ascendancy at 15:07 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
41st Haze 124th year of Ascendancy at 17:43 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
3rd Flare 124th year of Ascendancy at 22:06 see stats
By Lets Sing The Doom Song the Cornac Doomed level 15
32nd Dusk 122nd year of Ascendancy at 00:49 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
75th Pyre 124th year of Ascendancy at 00:12 see stats
By Lets Sing The Doom Song the Cornac Doomed level 28
38th Pyre 123rd year of Ascendancy at 00:06 see stats
By Lets Sing The Doom Song the Cornac Doomed level 35
71st Dusk 123rd year of Ascendancy at 03:40 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
42nd Haze 124th year of Ascendancy at 18:55 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
41st Haze 124th year of Ascendancy at 14:15 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
10th Dusk 124th year of Ascendancy at 00:15 see stats
By Lets Sing The Doom Song the Cornac Doomed level 6
1st Mirth 122nd year of Ascendancy at 17:28 see stats
By Lets Sing The Doom Song the Cornac Doomed level 49
44th Pyre 124th year of Ascendancy at 18:19 see stats
By Lets Sing The Doom Song the Cornac Doomed level 32
11st Dusk 123rd year of Ascendancy at 08:43 see stats
By Lets Sing The Doom Song the Cornac Doomed level 22
12nd Regrowth 123rd year of Ascendancy at 05:10 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
10th Dusk 124th year of Ascendancy at 00:17 see stats
By Lets Sing The Doom Song the Cornac Doomed level 40
35th Haze 123rd year of Ascendancy at 22:50 see stats
By Lets Sing The Doom Song the Cornac Doomed level 30
41st Pyre 123rd year of Ascendancy at 13:44 see stats
By Lets Sing The Doom Song the Cornac Doomed level 17
55th Dusk 122nd year of Ascendancy at 12:31 see stats
By Lets Sing The Doom Song the Cornac Doomed level 28
38th Pyre 123rd year of Ascendancy at 18:27 see stats
By Lets Sing The Doom Song the Cornac Doomed level 50
5th Mirth 124th year of Ascendancy at 20:55 see stats
Log
Lets Sing The Doom Song's mind surges with critical power!
Lets Sing The Doom Song is invigorated by the attack!
Shadow casts Fade.
Shadow fades!
Ivinne the slimy ooze hits Shadow for 0 fire damage.
Ivinne the slimy ooze hits Adevena the crimson ooze for 142 fire damage.
Ivinne the slimy ooze hits Glorenor the poison ooze for 180 fire damage.
Ivinne the slimy ooze hits Lets Sing The Doom Song for (110 antimagic), 0 fire (0 total damage).
Terror misses Glorenor the poison ooze.
Your summoned terror disappears.
Your summoned terror disappears.
Adevena the crimson ooze has heard the hateful whisper!
Silubeth the green jelly uses Acidbeam.
You have deflected 13 incoming damage!
Lets Sing The Doom Song's mind surges with critical power!
Lets Sing The Doom Song is invigorated by the attack!
Lets Sing The Doom Song's mind surges with critical power!
Lets Sing The Doom Song is invigorated by the attack!
Silubeth the green jelly's natural acid becomes more concentrated!
Lets Sing The Doom Song is disarmed!
Terror shrugs off the effect 'Poison'!
Terror is poisoned!
Ivobeth the black jelly receives 97 healing.
Silubeth the green jelly hits Lets Sing The Doom Song for (129 antimagic), (13 deflected), 13 nature, (61 antimagic), 0 acid (13 total damage).
Hateful Whisper from Lets Sing The Doom Song hits Adevena the crimson ooze for 210 mind damage.
Globa the poison ooze uses Shattering Shout.
Shadow casts Fade.
Shadow fades!
You have deflected 110 incoming damage!
Your hatred grows even as your life fades! (+4 hate)